Switch Theme:

Share on facebook Share on Twitter Submit to Reddit  [RSS] 

Dawn of new Ork codex? @ 2014/05/30 21:53:37


Post by: Zarrath


Hey all,

I'll just cut to the chase and share this link: http://www.games-workshop.com/en-US/Stompas-n-Krusherz-Collection

Long story short, Orks have their own "Imperial Knight" in a way. These new models are known as Morkanauts and Gorkanauts. Last time GamesWorkshop released brand new models for an old codex, a new codex followed (i.e., Tempestsus models and Astra Militarum anyone?) So let me know, has anyone heard when the new ork codex will be coming out? Thanks!


The new models look orkish enough, though they could use..........MOAR DAKKA!


Dawn of new Ork codex? @ 2014/05/30 21:57:14


Post by: Paradigm


Next week preorder, I think. There's a long thread in News and rumours about it. All info is in the first post.


Dawn of new Ork codex? @ 2014/05/30 22:09:35


Post by: Puscifer


The book is in the horizon.

Expect new MegaNobz too.


Dawn of new Ork codex? @ 2014/05/30 23:45:01


Post by: Orkhead


The new Ork model Morka/Gorkanaught. Is soooooo underwhelming. Will not be buying any. Not a super heavy, transports a hole 6 models the current White Dwarf states that it has to avoid enemy dreadnaughts and Imperial titans will kill it out right. All that none great stuff for a wopping 245-310pts. So it is not even cheap.
Another white dwarf give away is that KFF will be Inv save BUT only affects models with in 6" not units. So yaaaaa


Dawn of new Ork codex? @ 2014/05/30 23:57:55


Post by: Byte


Yep the rules leaked earlier in the week in the Ork rumor thread.


Dawn of new Ork codex? @ 2014/05/31 00:33:42


Post by: Exergy


Orkhead wrote:
The new Ork model Morka/Gorkanaught. Is soooooo underwhelming. Will not be buying any. Not a super heavy, transports a hole 6 models the current White Dwarf states that it has to avoid enemy dreadnaughts and Imperial titans will kill it out right. All that none great stuff for a wopping 245-310pts. So it is not even cheap.
Another white dwarf give away is that KFF will be Inv save BUT only affects models with in 6" not units. So yaaaaa


It will die to Imperial Knights and titans, which cost more, but could probably take most dreadnaughts without breaking a sweat.


Dawn of new Ork codex? @ 2014/05/31 00:58:14


Post by: PrehistoricUFO


I'm so excited for you Ork players, for real.


Dawn of new Ork codex? @ 2014/05/31 02:02:53


Post by: Wilytank


Orkhead wrote:
The new Ork model Morka/Gorkanaught. Is soooooo underwhelming. Will not be buying any. Not a super heavy, transports a hole 6 models the current White Dwarf states that it has to avoid enemy dreadnaughts and Imperial titans will kill it out right. All that none great stuff for a wopping 245-310pts. So it is not even cheap.
Another white dwarf give away is that KFF will be Inv save BUT only affects models with in 6" not units. So yaaaaa


Where's the dakka dakka equivalent for this?:


Dawn of new Ork codex? @ 2014/05/31 03:07:55


Post by: Nightlord1987


I'm actually really shocked they didn't try to release Codex: Gorkanaut/Morkanaut before the codex for $49.99, with only two unit entries for the Gorkanaut and the Morkanaut.


Dawn of new Ork codex? @ 2014/05/31 04:12:46


Post by: Exergy


You can get a look at the new flash gitz on page 63 of the Ork rumors thread. They look pretty cool, and throw out a ton more dakka than last edition for less points.


Dawn of new Ork codex? @ 2014/05/31 06:54:02


Post by: Dragonzord


 Exergy wrote:
Orkhead wrote:
The new Ork model Morka/Gorkanaught. Is soooooo underwhelming. Will not be buying any. Not a super heavy, transports a hole 6 models the current White Dwarf states that it has to avoid enemy dreadnaughts and Imperial titans will kill it out right. All that none great stuff for a wopping 245-310pts. So it is not even cheap.
Another white dwarf give away is that KFF will be Inv save BUT only affects models with in 6" not units. So yaaaaa


It will die to Imperial Knights and titans, which cost more, but could probably take most dreadnaughts without breaking a sweat.


+1 to that. 3 extra HP and 1 extra armour compared to a normal SM dread.


Dawn of new Ork codex? @ 2014/05/31 08:15:40


Post by: Sir Arun


Okay so here's what I dont get.

The Stompa is only 5 pounds costlier than the Nauts and substantially larger?



Dawn of new Ork codex? @ 2014/05/31 08:25:21


Post by: Dakkamite


Yeah pretty disappointed with the Nauts, really would have thought the Ork "Knight" would be good at close combat =/

 Exergy wrote:
You can get a look at the new flash gitz on page 63 of the Ork rumors thread. They look pretty cool, and throw out a ton more dakka than last edition for less points.

+someone mentioning KFF rules


Cheers for pointing those out. KFF is still all good for my mechanized Orks but by god foot sloggers are gonna get *worse* than before...


Dawn of new Ork codex? @ 2014/05/31 08:31:22


Post by: Dragonzord


 Sir Arun wrote:
Okay so here's what I dont get.

The Stompa is only 5 pounds costlier than the Nauts and substantially larger?



Is this where we say "its not about the size but how you use it" ? Coz thats how I feel about this comparison. I dont wanna use an apoc unit in normal games, even if their rules say its okay now. To me that would just be too cheesy/waac.


Dawn of new Ork codex? @ 2014/05/31 08:32:24


Post by: Dakkamite


Honestly the Stompa is a pretty tame superheavy, aside from those builds that stuff it with meks etc.

Alongside the Baneblade I'd have no problem facing it, especially with prior warning.


Dawn of new Ork codex? @ 2014/05/31 08:37:38


Post by: Sir Arun


What I'm saying is that you could proxy a Stompa to be a Naut instead of saving 5 pounds and getting a much more hideous and smaller model.

Imagine the Wraithknight was just 5 pounds cheaper than a Revenant Titan....nobody would buy it.


Dawn of new Ork codex? @ 2014/05/31 08:40:40


Post by: Dragonzord


 Dakkamite wrote:
Honestly the Stompa is a pretty tame superheavy, aside from those builds that stuff it with meks etc.

Alongside the Baneblade I'd have no problem facing it, especially with prior warning.


Thats kinda the point I was making. With the stompa youd probably feel like a douche for bringing it without alerting your opponent. With the naughts, well theyre just heavy support so its free game.

Youll never have someone say "omg I cant believe you brought noughts, we didnt agree to play that kind of game" but you more than likely will with a stompa.


Dawn of new Ork codex? @ 2014/05/31 09:19:48


Post by: SHUPPET


Doesn't explain the pricing tho......


Dawn of new Ork codex? @ 2014/05/31 10:22:24


Post by: Klerych


 SHUPPET wrote:
Doesn't explain the pricing tho......


GW. There, price explained.


Dawn of new Ork codex? @ 2014/05/31 12:30:01


Post by: Wulfmar


I am really struggling to comprehend how anyone can say those 'nauts look acceptable or good.



Killa-Kans have a scrapyard charm

Stompas look a bit more immature but also have a charm all of their own in a comic way



The 'nauts however look like a child designed it and stuck on as much gak as they thought would be cool. Yes, I know this was some model designers pride and joy but that doesn't mean that it's good.

A few questions:
a) How is it supposed to move? It's legs are stuck on the sides I suppose it's legs swing around like in the video below?
Spoiler:



b) How is it mean't to move over obstacles when it has a massive belly grinding into the ground in front of it?

c) This is all I can think of... with those stubby little arms and belly
Spoiler:



Dawn of new Ork codex? @ 2014/05/31 12:37:17


Post by: Exergy


 Dakkamite wrote:
Yeah pretty disappointed with the Nauts, really would have thought the Ork "Knight" would be good at close combat =/


We dont know what the fist of gork will do. It could be strength D, it could be just str10 but we dont know. Guessing they will still die to an Imperial Knight, which costs an additional 100 points, but by how much?


new cannons, mek, and MANz
http://www.dakkadakka.com/s/i/at/at2/2014/5/31/e5c251e36e02635ae58d724e3b8b2265_61590.jpeg






Dawn of new Ork codex? @ 2014/05/31 12:56:36


Post by: Orkhead


 Exergy wrote:
 Dakkamite wrote:
Yeah pretty disappointed with the Nauts, really would have thought the Ork "Knight" would be good at close combat =/


We dont know what the fist of gork will do. It could be strength D, it could be just str10 but we dont know. Guessing they will still die to an Imperial Knight, which costs an additional 100 points, but by how much?

new cannons, mek, and MANz
http://www.dakkadakka.com/s/i/at/at2/2014/5/31/e5c251e36e02635ae58d724e3b8b2265_61590.jpeg





STR10 AP 1 Concussion. It is a supped up PK


Dawn of new Ork codex? @ 2014/05/31 12:57:52


Post by: derke56


I just think it looks way to clean and if you added big shoulder pads it would look like a really fat giant terminator...


Dawn of new Ork codex? @ 2014/05/31 13:02:47


Post by: Orkhead


More like a REALY big MegaNob.


Dawn of new Ork codex? @ 2014/05/31 13:05:48


Post by: ZebioLizard2


 Dakkamite wrote:
Yeah pretty disappointed with the Nauts, really would have thought the Ork "Knight" would be good at close combat =/

 Exergy wrote:
You can get a look at the new flash gitz on page 63 of the Ork rumors thread. They look pretty cool, and throw out a ton more dakka than last edition for less points.

+someone mentioning KFF rules


Cheers for pointing those out. KFF is still all good for my mechanized Orks but by god foot sloggers are gonna get *worse* than before...


Ork's also like Dakka too, and they have tons of Dakka.

Though the Gork one is slightly better with Rampage in melee.


Dawn of new Ork codex? @ 2014/05/31 15:36:33


Post by: illuknisaa


Dragonzord wrote:
 Sir Arun wrote:
Okay so here's what I dont get.

The Stompa is only 5 pounds costlier than the Nauts and substantially larger?

http://www.games-workshop.com/resources/catalog/product/920x950/99020103016_StompaNCrusherz01.jpg


Is this where we say "its not about the size but how you use it" ? Coz thats how I feel about this comparison. I dont wanna use an apoc unit in normal games, even if their rules say its okay now. To me that would just be too cheesy/waac.


What are you suppose to do with 'naut? 6 model transport capacity is basically worthless because no assult vehicle, firepoints, can't get loads of model safely across battlefield and walker is slow.
Most guns 'naut has are anti- light infantry which orks already have alot. Bigger guns are single shot with bs 2.

On top of that you can use the kustom stompa rules from IA8 for stompa.


Dawn of new Ork codex? @ 2014/05/31 16:57:46


Post by: Orkhead


I dub it a fail unless the new dex has some sort of crazy good 6 Ork unit.
Would have been better to drop the transport and point total as well.


Dawn of new Ork codex? @ 2014/05/31 17:10:17


Post by: Ascalam


If you aren't disembarking - bunch of repair meks

If you are maybe the new Flash gits for a round of dakka before they die, or a few MANZ..

We'll see when the codex drops.


Dawn of new Ork codex? @ 2014/05/31 22:33:05


Post by: RobZie


Hopefully we can just load the thing up with bomb squigs.


Dawn of new Ork codex? @ 2014/05/31 23:39:30


Post by: Wilytank


 Wulfmar wrote:

How is it mean't to move over obstacles when it has a massive belly grinding into the ground in front of it?


What obstacles? That word isn't in the Ork language. Any Ork that tells other Orks to watch out for obstacles deserves to be beaten to death.


Dawn of new Ork codex? @ 2014/05/31 23:46:52


Post by: Ascalam


Exactly.

You don't go AROUND obstacles, you go THROUGH them


Dawn of new Ork codex? @ 0001/06/01 19:27:41


Post by: illuknisaa


 Ascalam wrote:
If you aren't disembarking - bunch of repair meks

If you are maybe the new Flash gits for a round of dakka before they die, or a few MANZ..

We'll see when the codex drops.


Why take manz when you can't assault out of it?

Why take flashgitz when you can't shoot out of it?

Why keep this thing alive when it has no firepower?


Dawn of new Ork codex? @ 2014/06/01 13:13:51


Post by: lord_blackfang


 illuknisaa wrote:
Why take manz when you can't assault out of it?

Why take flashgitz when you can't shoot out of it?

Why keep this thing alive when it has no firepower?


Exactly. This model does nothing except maybe being a fire magnet if you're playing against idiots, but then do you really need the help?


Dawn of new Ork codex? @ 2014/06/01 13:18:35


Post by: Vineheart01


i gots me some kitbashin to do. I aint buyin no stompa or mini-stompa but i sure as gak will build them lol


Dawn of new Ork codex? @ 2014/06/01 13:26:47


Post by: Jidmah


 illuknisaa wrote:
 Ascalam wrote:
If you aren't disembarking - bunch of repair meks

If you are maybe the new Flash gits for a round of dakka before they die, or a few MANZ..

We'll see when the codex drops.


Why take manz when you can't assault out of it?

Why take flashgitz when you can't shoot out of it?

Why keep this thing alive when it has no firepower?


Because MANz kan disemark 6" and actually reach combat faster than walking on foot. Keep in mind that they cannot run on their own, and three MANz are more than enough to murder most units.

Flash gits aren't exactly useful, but six burnaz hopping out and flaming away is quite useful.

"No firepower" is a really idiotic thing to say if you're actually playing orks. The morkanaut has the most high-strenght shooting of all models currently in the codex. It also has the strongest close combat attack in the codex, due to AP1 and it can carry a KFF. That's a lot of reasons to keep it allive. It's pretty much a mega-warboss, a KFF mek and a full kannon battery rolled into one unit, without the downsides of any of them. Anything but AP 1 is pretty unlikely to take it out on one shot, and anything with S less than 8 is even unable to do so. I wouldn't write the morkanaut off yet. Context makes these kind of units strong, not blind comparison to completely different codices. People did the same mistake when the wraith knight hit.


Dawn of new Ork codex? @ 2014/06/01 16:12:55


Post by: lord_blackfang


 Jidmah wrote:

"No firepower" is a really idiotic thing to say if you're actually playing orks. The morkanaut has the most high-strenght shooting of all models currently in the codex. It also has the strongest close combat attack in the codex, due to AP1 and it can carry a KFF. That's a lot of reasons to keep it allive. It's pretty much a mega-warboss, a KFF mek and a full kannon battery rolled into one unit, without the downsides of any of them.


Without the upsides, too. Unlike the Warboss, it is highly unlikely to ever reach anything worth smashing with that claw. Unlike the Kannon battery, it has low BS and a non-synergistic weapon loadout that cannot split fire. You can add a KFF, but at that point you're paying so many points for it that you could have bought enough Battlewagons to carry 60 models in complete safety and with a modicum of speed instead of bunching them up around a slowass walker and hoping to roll 5++.


Dawn of new Ork codex? @ 2014/06/01 16:35:24


Post by: Orkhead


 Jidmah wrote:
 illuknisaa wrote:
 Ascalam wrote:
If you aren't disembarking - bunch of repair meks

If you are maybe the new Flash gits for a round of dakka before they die, or a few MANZ..

We'll see when the codex drops.


Why take manz when you can't assault out of it?

Why take flashgitz when you can't shoot out of it?

Why keep this thing alive when it has no firepower?


Because MANz kan disemark 6" and actually reach combat faster than walking on foot. Keep in mind that they cannot run on their own, and three MANz are more than enough to murder most units.

Flash gits aren't exactly useful, but six burnaz hopping out and flaming away is quite useful.

"No firepower" is a really idiotic thing to say if you're actually playing orks. The morkanaut has the most high-strenght shooting of all models currently in the codex. It also has the strongest close combat attack in the codex, due to AP1 and it can carry a KFF. That's a lot of reasons to keep it allive. It's pretty much a mega-warboss, a KFF mek and a full kannon battery rolled into one unit, without the downsides of any of them. Anything but AP 1 is pretty unlikely to take it out on one shot, and anything with S less than 8 is even unable to do so. I wouldn't write the morkanaut off yet. Context makes these kind of units strong, not blind comparison to completely different codices. People did the same mistake when the wraith knight hit.

Your mans idea is neat EXCEPT that not open topped or assault veichles so mans jump out get shoot up then if any are left the assault.


Dawn of new Ork codex? @ 2014/06/01 18:25:06


Post by: reiner


 RobZie wrote:
Hopefully we can just load the thing up with bomb squigs.


I would buy so many of these if this ever became true.


Dawn of new Ork codex? @ 2014/06/01 20:41:21


Post by: Davor


Do you think the codex is going to be full of nerd rage or Ork rage? I mean minis being released before the codex comes out?

So is this going to be a case of buy now, and then not using them once the codex comes out?


Automatically Appended Next Post:
Also, how about todays White Dwarf? Are the rules for the 'Naughts in it, or is that next weeks issue?


Dawn of new Ork codex? @ 2014/06/02 00:22:58


Post by: Vineheart01


To my knowledge not everything about the naughts are known, just most of it.

Also, theyre not for sale yet. Theyre for pre-order.


Dawn of new Ork codex? @ 2014/06/02 04:57:03


Post by: Nightlord1987


Even though I've been stockpiling shoota boyz, slugga boyz, nobz, lootas, trukks, buggies, and battlewagons for the last 8 years now I think im gonna have to wait a while before actually putting my Boyz on the field.

Really just to stew in and get the flavor of the new book before oooh, shiny new toy.



Dawn of new Ork codex? @ 2014/06/02 05:22:26


Post by: doktor_g


My guess: no more Big Mek w/ KFF. KFF only available to morkanught. 5++. Of course, I'm a pessimist. Oh and gorkanaut xports Megas. I dislike this model. LOTS.


Dawn of new Ork codex? @ 2014/06/02 05:43:34


Post by: Eldarain


 Sir Arun wrote:
Okay so here's what I dont get.

The Stompa is only 5 pounds costlier than the Nauts and substantially larger?
Spoiler:


I'm more shocked the Stompa didn't get a big price jump. The new insidious way they are going to convince people to play Escalation?...


Dawn of new Ork codex? @ 2014/06/02 06:06:27


Post by: lord_blackfang


 doktor_g wrote:
My guess: no more Big Mek w/ KFF. KFF only available to morkanught. 5++. Of course, I'm a pessimist.


Nah, there's a recent model of a KFF Mek, and GW is unlikely to invalidate extant models.


Dawn of new Ork codex? @ 2014/06/02 06:15:30


Post by: Jidmah


Orkhead wrote:
Your mans idea is neat EXCEPT that not open topped or assault veichles so mans jump out get shoot up then if any are left the assault.

The only get shot up if all those AP2/1 guns are not aimint at the morkanaut, which is a good thing in my book. Anything that's trying to drown them in weight of fire is not removing tons of orks. At 135 points (probably less in the new codex) that's a pretty good either way investment.

 lord_blackfang wrote:
Without the upsides, too. Unlike the Warboss, it is highly unlikely to ever reach anything worth smashing with that claw. Unlike the Kannon battery, it has low BS and a non-synergistic weapon loadout that cannot split fire. You can add a KFF, but at that point you're paying so many points for it that you could have bought enough Battlewagons to carry 60 models in complete safety and with a modicum of speed instead of bunching them up around a slowass walker and hoping to roll 5++.


"Complete safety" until it blows up and kills half the passengers, leaving you with about twelve boyz. Awesome complete safety. Also, green tide is a thing, as well as MA warbosses, which are actually just as fast as this walker. Every heard of the kan wall? Those made it into combat just fine. How 4 S8 shots are "non-synergetic" is beyond me as well. But I guess you're just whining for not getting a riptide.


Dawn of new Ork codex? @ 2014/06/02 12:08:01


Post by: Klerych


 Jidmah wrote:
"Complete safety" until it blows up and kills half the passengers, leaving you with about twelve boyz. Awesome complete safety.

Then again blowing stuff up is now exponentially harder thanks to new pen chart.

 Jidmah wrote:
Also, green tide is a thing, as well as MA warbosses, which are actually just as fast as this walker. Every heard of the kan wall? Those made it into combat just fine. How 4 S8 shots are "non-synergetic" is beyond me as well. But I guess you're just whining for not getting a riptide.

Don't you dare bring positive views about ANYTHING other than GW bashing to my Dakka! You should follow Angry Marines' motto: "Always angry, all the time!"


Dawn of new Ork codex? @ 2014/06/02 13:14:37


Post by: some bloke


if a unit of 6 burnas is still as cheap/cheaper, they would do quite well as a suicide unit. 12" move with the disembark, and then flame some poor unsuspecting unit. they'd also do well as a distraction if it gets blown up or wrecked, as most opponents are loathe to leave any burnas alive once they know they're there.


Automatically Appended Next Post:
anyone else noticed GW's newest marketing scheme for the gorkmorkanaught? buy two for the price of... ...two!!!

http://www.games-workshop.com/en-GB/Brutal-n-Kunnin-Collection?_requestid=10859235


Dawn of new Ork codex? @ 2014/06/02 13:28:26


Post by: Jidmah


I think the other one is a much better deal. You buy a stompa, a deff dread, three kanz and two Gorkanauts and you get a grand total of 0% off.

... why the hell would I do that?


Dawn of new Ork codex? @ 2014/06/02 13:58:33


Post by: Kain


 Jidmah wrote:
I think the other one is a much better deal. You buy a stompa, a deff dread, three kanz and two Gorkanauts and you get a grand total of 0% off.

... why the hell would I do that?

Maybe they're counting the five seconds you'd need to click them all as something of value saved?


Dawn of new Ork codex? @ 2014/06/02 15:20:46


Post by: lord_blackfang


 Jidmah wrote:
"Complete safety" until it blows up and kills half the passengers, leaving you with about twelve boyz. Awesome complete safety. Also, green tide is a thing, as well as MA warbosses, which are actually just as fast as this walker. Every heard of the kan wall? Those made it into combat just fine. How 4 S8 shots are "non-synergetic" is beyond me as well. But I guess you're just whining for not getting a riptide.


Since you seem to think blowing up three AV14 targets is easier than one AV13, we obviously have nothing more to say to each other.


Dawn of new Ork codex? @ 2014/06/02 15:41:03


Post by: ZebioLizard2


 lord_blackfang wrote:
 Jidmah wrote:
"Complete safety" until it blows up and kills half the passengers, leaving you with about twelve boyz. Awesome complete safety. Also, green tide is a thing, as well as MA warbosses, which are actually just as fast as this walker. Every heard of the kan wall? Those made it into combat just fine. How 4 S8 shots are "non-synergetic" is beyond me as well. But I guess you're just whining for not getting a riptide.


Since you seem to think blowing up three AV14 targets is easier than one AV13, we obviously have nothing more to say to each other.


AV14 on an easily avoidable front, at least from how easy it seems to shoot the sides of that vehicle with CSM.


Dawn of new Ork codex? @ 2014/06/02 16:28:26


Post by: Jidmah


 lord_blackfang wrote:
 Jidmah wrote:
"Complete safety" until it blows up and kills half the passengers, leaving you with about twelve boyz. Awesome complete safety. Also, green tide is a thing, as well as MA warbosses, which are actually just as fast as this walker. Every heard of the kan wall? Those made it into combat just fine. How 4 S8 shots are "non-synergetic" is beyond me as well. But I guess you're just whining for not getting a riptide.


Since you seem to think blowing up three AV14 targets is easier than one AV13, we obviously have nothing more to say to each other.


Since you seem to think you're ever going to have that AV14 protect your orks at the peak of Tau and Eldar power, I can only agree with you.


Dawn of new Ork codex? @ 2014/06/02 17:51:46


Post by: ErikSetzer


As an Ork player just coming down off the explosion of excitement from seeing all the new stuff for the weekend, let me toss in my own thoughts.

1. On the subject of 'naut vs. Dread: A SM Dread will have two attacks, S10, AP2, striking first. Should get a hit in, and that hit will likely pen. Might well blow the 'naut up before the 'naut can hit back. If it doesn't, the 'naut has four Attacks, IIRC, as S10, AP1. Two should hit, one should be a Pen (the other at least a Glance), +2 to damage roll. So the 'naut should theoretically win that fight, but it'd be tough.

2. What do you do with six model transport capacity? Well, we have no idea what's going to be in the new codex. Six Orks from certain units might be enough to cause damage. It's not an Assault Vehicle, either, so likely six Orks with shooty weapons. I think you can get six Tankbustas in a unit, so that's one way to keep them protected until they're closer to a vehicle you want them to shoot at, then unload them and fire off the rokkits. Maybe carry a "personal retinue" of three Meganobz.

3. On the subject of looks, it looks like what it's described as: A deranged Mek's toy he threw together for giggles. You know what's great about Orks, though? You can customize models as you like, or even make your own.

I like them, I'll likely get one of each as money permits (but I still need cash for the codex, two boxes of Flash Gitz, some of the new Artillery, some new Meganobz and characters, and a friend's birthday at the same time). I've played Orks since early 2nd edition (was a touch too young to have my own models when RT was out), and I've seen a lot of zany stuff. It's why I love the Orks.


Dawn of new Ork codex? @ 0003/03/01 18:20:02


Post by: Vineheart01


 lord_blackfang wrote:
 Jidmah wrote:
"Complete safety" until it blows up and kills half the passengers, leaving you with about twelve boyz. Awesome complete safety. Also, green tide is a thing, as well as MA warbosses, which are actually just as fast as this walker. Every heard of the kan wall? Those made it into combat just fine. How 4 S8 shots are "non-synergetic" is beyond me as well. But I guess you're just whining for not getting a riptide.


Since you seem to think blowing up three AV14 targets is easier than one AV13, we obviously have nothing more to say to each other.


Two drastic differences between the BW and the 'naughts.

'Naughts are 13/13, BW are 14/12. You WILL be hitting the naught on a 13 armor unless you get behind it somehow or its already in assault on your side of the board. Battlewagons are next to impossible to get more than 1 turn of value out of that AV14, and it rarely actually helps anyway since its OPEN TOPPED. Its also got 5hp instead of 4. Dunno about you but i never even get my 4hp outta my BW because some random anti-tank manages to get a side-shot before i can disembark on T2, and any real anti-tank weapon will melt av12 like butter especially if its open topped. If i could purchase side 13 armor for my BW for 25-30pts, i would every time because its always the fact that its AV12 on side a huge face that ends up killing it more than the open-topped.

I dont even consider the BW AV14 because it has such a narrow 14 face. Across the table, its 14, Since when is it across the table except at the start of turn 1? Gun platform wagons are not a thing.


Dawn of new Ork codex? @ 2014/06/02 18:24:31


Post by: Rune Stonegrinder


Please for all that is good, GW don't feth this one up.

Arguably the most loved race in the game, be a shame if the nerf it too much.


Dawn of new Ork codex? @ 2014/06/02 18:28:25


Post by: Vineheart01


Hmm, had an interesting thought.

What if the Morka/Gorkanaut can transport killa kans? that would be hilarious to have it pop out two grotzooka toting killakans. Even if it could only carry one i'd do it for the "Wtf?" look on my opponents face lol


Dawn of new Ork codex? @ 2014/06/03 00:29:58


Post by: Nightlord1987


I'd have mine filled with useless grotz. Instant death for everyone during the explosion.


Dawn of new Ork codex? @ 2014/06/03 06:10:35


Post by: Perfect Organism


 Vineheart01 wrote:
I dont even consider the BW AV14 because it has such a narrow 14 face. Across the table, its 14, Since when is it across the table except at the start of turn 1? Gun platform wagons are not a thing.

Isn't the single most common battlewagon build one loaded with lootas? That mostly just sits back and shoots?


Dawn of new Ork codex? @ 2014/06/03 07:22:57


Post by: Jidmah


 Perfect Organism wrote:
 Vineheart01 wrote:
I dont even consider the BW AV14 because it has such a narrow 14 face. Across the table, its 14, Since when is it across the table except at the start of turn 1? Gun platform wagons are not a thing.

Isn't the single most common battlewagon build one loaded with lootas? That mostly just sits back and shoots?


No, it just keeps getting advertised as completely awesome idea until you actually try it.

The single most common battlewagon build is full of shoota boyz, who drive around shooting anything close enough, then get out and assault.
The second place would go to burna boyz because stacking templates making stuff disapear and the hilarity of announcing 15-16 walls of death when someone tries to krak-grenade the the battlewagon.

A skyshield, ADL, or VSG would be a much better and cheaper place to put lootaz than a battlewagon. Or a bastion if you feel like it.


Dawn of new Ork codex? @ 2014/06/03 18:28:27


Post by: Vineheart01


Loota wagons are garbage. Same problem normal boyz inside face - when it does go, you lost half the unit since it ALWAYS explodes (never ever had one wreck in my life). Only reason it isnt as bad for the shoota boyz is because theyre dirt cheap, and if you dont pop the BW on turn 1 then the boyz arent inside it anymore anyway (or turn2 if you went first, so you have two rounds of shooting before they disembark). I strive to get the hell out of those things because 9/10 i am at a greater danger inside that thing than out of it once im across the midfield. MANz are the only ones i dont care, since 2+ armor multiwound models kinda unlikely to lose one.

Burna wagons are only used because theyre comically effective, though the nerf in 6th's FAQ to say you cant wound outside your shooting range (yes that was a FAQ that did that, the 6th book itself says you can wound outside max range). I more want burnas because of the D3 countercharge and the AP3 if i dont shoot it than the template lol, since its only S4 Ap5. Charge my burnas, i'll overwatch the front 6-7 since theyre bound to die before they swing anyway, and swing the rest at AP3. Problem is, burnas are expensive for how easy they die lol.
Thats why i wish i could take a burna for 10pts for every 10 boyz. Gladly sacrifice a big shoota for that thing lol


Dawn of new Ork codex? @ 2014/06/04 02:08:32


Post by: Orkhead


In the Morka/Gorkanaught vs Battle wagon debate, I can get 2 Deffrolla Battle Wagons for the price of 1 naught. I feel that Deicated transport BW pluss a couple of Deaf Dread/ Killa Kans can do the same as that one Naught. I just don't like putting that many points into 1 Ork model.


Dawn of new Ork codex? @ 2014/06/04 03:23:34


Post by: Goresaw


I don't want to like the gork/morkanaught because I think its too many points for a single model that arguably won't be very effective.

However, it will probably be quite a bit more durable than the honorable old battlewagon simply because it isn't open topped. The poor old battlewagon needs to be open topped to be effective, but this only results in an almost guaranteed 'explodes' result when it gets penned.

We will see when the codex is released, but I think the battlewagon will be a more effective choice if a) it doesn't go up in price (it probably will because everyone already owns battlewagons) and b) the deffrolla gets an AP 1/2 value. Our old method of blowing up vehicles with a STR10 deffrolla ram just went to pot thanks to it not having any AP.


Dawn of new Ork codex? @ 2014/06/04 04:12:46


Post by: dementedwombat


I'm looking forward to seeing some new Ork things. This doesn't really have much to do with anything, but I think you all might appreciate it. For the longest time due to both never hearing it out loud and how I pronounced words in my head I thought that when the orks were saying "waaaagh" they were pronouncing it like "wag" (like a dog tail). Not quite as intimidating that way I must say...


Dawn of new Ork codex? @ 2014/06/04 05:14:56


Post by: Ascalam


It used to be spelled with an R in it.
Waaaaaarrrrrgh!


Dawn of new Ork codex? @ 2014/06/04 07:07:12


Post by: koooaei


Obviously, 6 transport capacity is for KFF mek + burnas/lootas with 3 meks. If the KFF is gona affect models in 6' only, it's gona be 4++ and cheaper than it's now, so not tnat bad for a kan wall i guess!


Dawn of new Ork codex? @ 2014/06/04 07:41:00


Post by: illuknisaa


 koooaei wrote:
Obviously, 6 transport capacity is for KFF mek + burnas/lootas with 3 meks. If the KFF is gona affect models in 6' only, it's gona be 4++ and cheaper than it's now, so not tnat bad for a kan wall i guess!


Why would you want to keep this thing alive?


Dawn of new Ork codex? @ 2014/06/04 08:01:46


Post by: koooaei


Wouldn't you want to keep it alive if you bring it? Cause it's a 13-13 walker that can wreck face to most things and will probably have something like 5++ or even 4++. Sure, it's overpriced but everything except for battlewagonz and warbosses is overpriced anywayz. It's just a mini-stompa basically.


Dawn of new Ork codex? @ 2014/06/04 08:20:24


Post by: Jidmah


 koooaei wrote:
Obviously, 6 transport capacity is for KFF mek + burnas/lootas with 3 meks. If the KFF is gona affect models in 6' only, it's gona be 4++ and cheaper than it's now, so not tnat bad for a kan wall i guess!


KFF has been confirmed as 5++ in the White Dwarf. Please do not spread false rumors, we've got enough of those. Also, from what we've seen on the Morkanaut, KFF costs might stay the same.


Dawn of new Ork codex? @ 2014/06/04 09:09:58


Post by: loki old fart


Why would you take the walking wardrobe? when you can take a 12 HP stompa with grots and meks instead.


Dawn of new Ork codex? @ 2014/06/04 11:24:49


Post by: BoomWolf


By that logic why would anyne take knights, when you can have warhouds?

The pair seems like a decent unit, and its true effect remains to be seen once the codex hits and we can see what gets to be in that 6 model transport.
Until then, its all wild speculations.


This community just can't accept anything.
If its too strong-complain its OP, if its not an instanwin-complain its useless.
No room for "yea, its alright" in here.


Dawn of new Ork codex? @ 2014/06/04 12:03:46


Post by: erick99


Probably because the stompa is only £5 more than these new ork things, while a warhound is £246 more expensive?
Rules wise they seem, ok. Personally I think there are better things to spend the money on.


Dawn of new Ork codex? @ 2014/06/04 12:54:41


Post by: Dragonzord


 erick99 wrote:
Probably because the stompa is only £5 more than these new ork things, while a warhound is £246 more expensive?
Rules wise they seem, ok. Personally I think there are better things to spend the money on.


The stompa has the stigma of being an apoc unit and as such not many people will willingly play against you with it in your army...

It may only be a few $/€/£/¥ difference, but youll get many more games running normal heavy support over a superheavy apoc unit in a friendly game.


Dawn of new Ork codex? @ 2014/06/04 15:51:59


Post by: Orkhead


 BoomWolf wrote:
By that logic why would anyne take knights, when you can have warhouds?
.


Because knights are good.

If you have any doubts on how effect the Morka/Gorkanaught is just read pg24 of the latest White Dwarf. The White dwarfs own staff is telling readers to watch out for power fist, becarful of enemy dreads, and Stay away from imperial knights. Actually they tell you to throw it at the largest unit that CAN,T HURT it. That is the white dwarf staffs suggestion, avoid any possible dangers and have it go stomp those punny Guardsmen. Then they go on in anouther page about how great the 4 Str8 guns are except 2 are AP3 so can not destroy a viechle, and the other 2 get hot so can possibly damage the naught it self. Not too mention with the mighty BS2 of the Orks they require 4 shots to pull off 1 hit.
But some poster are right it is very hard to make the whole community happy. I just wish it would have been about 100points cheaper or a super heavy. But oh well.


Dawn of new Ork codex? @ 2014/06/04 16:16:03


Post by: NewTruthNeomaxim


My wife and I talked about relative value, and consulted our local player base. Everyone was either willing to fight a Stompa outright, or would be fine with us proxying a Stompa down to a Gorkanaut anyway...

As such, there's no way i'm paying for that kit, and instead will order Stompa when I order the new Codex and goodies this Saturday (hopefully?)


Dawn of new Ork codex? @ 2014/06/04 18:42:22


Post by: Exergy


 ErikSetzer wrote:
As an Ork player just coming down off the explosion of excitement from seeing all the new stuff for the weekend, let me toss in my own thoughts.

1. On the subject of 'naut vs. Dread: A SM Dread will have two attacks, S10, AP2, striking first. Should get a hit in, and that hit will likely pen. Might well blow the 'naut up before the 'naut can hit back. If it doesn't, the 'naut has four Attacks, IIRC, as S10, AP1. Two should hit, one should be a Pen (the other at least a Glance), +2 to damage roll. So the 'naut should theoretically win that fight, but it'd be tough.


SM round one
2-3 Attacks, 1 hit, 4+ to pen, 3 to glance, 2 to do nothing. Needs a 6 to explode the 'naught. Pretty unlikely

'naught round one 4-5 attacks 2 hit 3+ to pen 2 to glance. Needs a 5 to explode. Weapon is concussive

'naught round two(assuming 1 hit, due to concussive) 4 attacks 2 hit 3+ to pen 2 to glance. Needs a 5 to explode.

SM dread is very likely dead to hull point loss if not outright explodes. naught may have taken a hull point.




Automatically Appended Next Post:
Goresaw wrote:


We will see when the codex is released, but I think the battlewagon will be a more effective choice if a) it doesn't go up in price (it probably will because everyone already owns battlewagons) and b) the deffrolla gets an AP 1/2 value. Our old method of blowing up vehicles with a STR10 deffrolla ram just went to pot thanks to it not having any AP.


watch out, the deffrolla might not be str 10 anymore

of course it could be Str D


rumors abound


Dawn of new Ork codex? @ 2014/06/04 19:45:01


Post by: zombiekila707


Personally I think the models look great for orks but I feel the point value is disgusting. Rather take a battle wagon with deff rolla and 20 boys then one of those walkers.

Also playing with "mini" titans are always pin cushions for the opponents and I have scene plenty of batreps where knights die first turn before firing. When that happens you lose a huge chunk of points and a loss of morale as you watch ur pretty knight die (or worse blow up and take any units nearby)


Dawn of new Ork codex? @ 2014/06/04 20:00:47


Post by: Vineheart01


If they remove the S10 on deffrolla they better give it some dang killing potential. Allowing cover saves and not even ignoring a 6+ armor save is pretty "lolwut?" worthy for such a huge spiky ball


Dawn of new Ork codex? @ 2014/06/05 23:54:27


Post by: CYBORK


Flash Gitz beat down by the nerf bat. :(


Dawn of new Ork codex? @ 2014/06/06 00:04:15


Post by: ausYenLoWang


 some bloke wrote:
if a unit of 6 burnas is still as cheap/cheaper, they would do quite well as a suicide unit. 12" move with the disembark, and then flame some poor unsuspecting unit. they'd also do well as a distraction if it gets blown up or wrecked, as most opponents are loathe to leave any burnas alive once they know they're there.


Automatically Appended Next Post:
anyone else noticed GW's newest marketing scheme for the gorkmorkanaught? buy two for the price of... ...two!!!

http://www.games-workshop.com/en-GB/Brutal-n-Kunnin-Collection?_requestid=10859235


not a new marketing deal.. its a 1 click bundle not designed to save you a single penny.


Dawn of new Ork codex? @ 2014/06/06 05:45:25


Post by: Fos Kenos


2 for the price of 2 has been the great, geedub's standard for a while now.

I think they think we won't notice...which suggests, sadly, that some folks...well...don't...


Dawn of new Ork codex? @ 2014/06/06 07:51:08


Post by: Jidmah


CYBORK wrote:
Flash Gitz beat down by the nerf bat. :(


Actually, their efficiency for killing MEQ almost doubled when moving, and more than doubled when standing still. Or, if you want a comparison, the old ones are worse than shoota boyz at killing anything, the new ones are better.

Additional shots simply are that good.


Dawn of new Ork codex? @ 2014/06/06 18:49:08


Post by: Vineheart01


Flash Gitz...im kinda unsure about them.

Theyre Assault3 now, so they shoot more. Thats great. Theyre S5 by default and nothing mentions they ignore cover either, so that sucks. Flipside that BS3 if they remained stationary is pretty cool, might be hard to use though.

Kinda curious if they have options they didnt include in that WD. They dont have any customization at all now, let alone ones worth taking, and im not sure if the extra shot outweighs the loss of ignores cover. Least they coss less, as the "More Dakka" upgrade is basically given to you twice for free.


Dawn of new Ork codex? @ 2014/06/06 21:08:07


Post by: Perfect Organism


I'm pretty sure that the rules in WD will be fairly complete. The Tempestus scions' rules didn't really leave anything out.

I guess it comes down to how good bosspoles and ammo runts are now and which characters will be available to buff them.


Dawn of new Ork codex? @ 2014/06/06 21:36:35


Post by: loki old fart


 Perfect Organism wrote:
I'm pretty sure that the rules in WD will be fairly complete. The Tempestus scions' rules didn't really leave anything out.

I guess it comes down to how good bosspoles and ammo runts are now and which characters will be available to buff them.

I didn't see any rules in WD for boss poles


Dawn of new Ork codex? @ 2014/06/08 04:44:58


Post by: CYBORK


 Vineheart01 wrote:
Flash Gitz...im kinda unsure about them.

Theyre Assault3 now, so they shoot more. Thats great. Theyre S5 by default and nothing mentions they ignore cover either, so that sucks. Flipside that BS3 if they remained stationary is pretty cool, might be hard to use though.

Kinda curious if they have options they didnt include in that WD. They dont have any customization at all now, let alone ones worth taking, and im not sure if the extra shot outweighs the loss of ignores cover. Least they coss less, as the "More Dakka" upgrade is basically given to you twice for free.



and don't forget they drop from 4+ armor to 6+


Dawn of new Ork codex? @ 2014/06/08 04:58:35


Post by: Vineheart01


Also lost the ability to take painboy upgrades. Would be nice if the painboys ended up being a separate unit you buy and distribute to any unit like an IC that cannot leave the unit or join a new one if it dies, but i doubt they'd do something that nice to us lol


Dawn of new Ork codex? @ 2014/06/08 10:31:14


Post by: Melevolence


 Vineheart01 wrote:
Also lost the ability to take painboy upgrades. Would be nice if the painboys ended up being a separate unit you buy and distribute to any unit like an IC that cannot leave the unit or join a new one if it dies, but i doubt they'd do something that nice to us lol


That would be amazing actually...and a decent way to move some Painboy models from GW's storage. I could see them being used as 'HQs' that don't use a slot on the Force Org chart like other races have begun to get. If that were the case, I'd buy up at least 5 of the buggers, since they are so damn useful (I need some for my Warbike squads anyway!)


Dawn of new Ork codex? @ 2014/06/08 10:44:09


Post by: Mywik


Normally strategically with orks i go for "beat someun up an' make as mani craterz az pozzibl"!

These walkers supposedly fit into that general game plan!


Dawn of new Ork codex? @ 2014/06/08 10:57:43


Post by: happygolucky


People are complaining that the Gork/Morkanought is underpowered?

Honestly unless your facing a line of lascannons, to me its extremely good for its points, 5HP which is brutal, front and sides 13 and as I have learned form my FW units AV13 is absolutely brilliant, its made a very hard unit to crack, and lets be honest how many times has a person seen massed strength 7, doing lots of glances on one unit? Even then you can upgrade it to have IWND and stick a mek in it to further fix up its gubbinz..

Only problem I see is that it is not an assault vehicle, but then again if your sticking something inside it its either a Mek or something durable or something that will pour out the firepower..


Dawn of new Ork codex? @ 2014/06/08 11:48:24


Post by: loki old fart


 happygolucky wrote:
People are complaining that the Gork/Morkanought is underpowered?

Honestly unless your facing a line of lascannons, to me its extremely good for its points, 5HP which is brutal, front and sides 13 and as I have learned form my FW units AV13 is absolutely brilliant, its made a very hard unit to crack, and lets be honest how many times has a person seen massed strength 7, doing lots of glances on one unit? Even then you can upgrade it to have IWND and stick a mek in it to further fix up its gubbinz..

Only problem I see is that it is not an assault vehicle, but then again if your sticking something inside it its either a Mek or something durable or something that will pour out the firepower..

Well it won't be shooting from inside, no fire points.


Dawn of new Ork codex? @ 2014/06/08 11:54:39


Post by: happygolucky


 loki old fart wrote:
 happygolucky wrote:
People are complaining that the Gork/Morkanought is underpowered?

Honestly unless your facing a line of lascannons, to me its extremely good for its points, 5HP which is brutal, front and sides 13 and as I have learned form my FW units AV13 is absolutely brilliant, its made a very hard unit to crack, and lets be honest how many times has a person seen massed strength 7, doing lots of glances on one unit? Even then you can upgrade it to have IWND and stick a mek in it to further fix up its gubbinz..

Only problem I see is that it is not an assault vehicle, but then again if your sticking something inside it its either a Mek or something durable or something that will pour out the firepower..

Well it won't be shooting from inside, no fire points.


As it has been said multiple time around the place, disembark a unit of Burna Boyz...


Dawn of new Ork codex? @ 2014/06/08 12:05:20


Post by: loki old fart


 happygolucky wrote:
 loki old fart wrote:
 happygolucky wrote:
People are complaining that the Gork/Morkanought is underpowered?

Honestly unless your facing a line of lascannons, to me its extremely good for its points, 5HP which is brutal, front and sides 13 and as I have learned form my FW units AV13 is absolutely brilliant, its made a very hard unit to crack, and lets be honest how many times has a person seen massed strength 7, doing lots of glances on one unit? Even then you can upgrade it to have IWND and stick a mek in it to further fix up its gubbinz..

Only problem I see is that it is not an assault vehicle, but then again if your sticking something inside it its either a Mek or something durable or something that will pour out the firepower..

Well it won't be shooting from inside, no fire points.


As it has been said multiple time around the place, disembark a unit of Burna Boyz...

And what are the rules for disembarking units, regarding attacking, does it have assault vehicle rules.???


Dawn of new Ork codex? @ 2014/06/08 12:18:05


Post by: happygolucky


 loki old fart wrote:
 happygolucky wrote:
 loki old fart wrote:
 happygolucky wrote:
People are complaining that the Gork/Morkanought is underpowered?

Honestly unless your facing a line of lascannons, to me its extremely good for its points, 5HP which is brutal, front and sides 13 and as I have learned form my FW units AV13 is absolutely brilliant, its made a very hard unit to crack, and lets be honest how many times has a person seen massed strength 7, doing lots of glances on one unit? Even then you can upgrade it to have IWND and stick a mek in it to further fix up its gubbinz..

Only problem I see is that it is not an assault vehicle, but then again if your sticking something inside it its either a Mek or something durable or something that will pour out the firepower..

Well it won't be shooting from inside, no fire points.


As it has been said multiple time around the place, disembark a unit of Burna Boyz...

And what are the rules for disembarking units, regarding attacking, does it have assault vehicle rules.???


You can leave the vehicle, you can shoot but not assault, but then again why would you when you could torch the place from a reliable transport?


Dawn of new Ork codex? @ 2014/06/08 12:24:28


Post by: loki old fart


 happygolucky wrote:
 loki old fart wrote:
 happygolucky wrote:
 loki old fart wrote:
 happygolucky wrote:
People are complaining that the Gork/Morkanought is underpowered?

Honestly unless your facing a line of lascannons, to me its extremely good for its points, 5HP which is brutal, front and sides 13 and as I have learned form my FW units AV13 is absolutely brilliant, its made a very hard unit to crack, and lets be honest how many times has a person seen massed strength 7, doing lots of glances on one unit? Even then you can upgrade it to have IWND and stick a mek in it to further fix up its gubbinz..

Only problem I see is that it is not an assault vehicle, but then again if your sticking something inside it its either a Mek or something durable or something that will pour out the firepower..

Well it won't be shooting from inside, no fire points.


As it has been said multiple time around the place, disembark a unit of Burna Boyz...

And what are the rules for disembarking units, regarding attacking, does it have assault vehicle rules.???


You can leave the vehicle, you can shoot but not assault, but then again why would you when you could torch the place from a reliable transport?

From those fire points it doesn't have ??
How do you disembark from it when there's enemy models in base to base with it.?
If not in base to base, you unload your t4 burnas, and they get shot up.


Dawn of new Ork codex? @ 2014/06/08 12:37:53


Post by: happygolucky


 loki old fart wrote:
 happygolucky wrote:
 loki old fart wrote:
 happygolucky wrote:
 loki old fart wrote:
 happygolucky wrote:
People are complaining that the Gork/Morkanought is underpowered?

Honestly unless your facing a line of lascannons, to me its extremely good for its points, 5HP which is brutal, front and sides 13 and as I have learned form my FW units AV13 is absolutely brilliant, its made a very hard unit to crack, and lets be honest how many times has a person seen massed strength 7, doing lots of glances on one unit? Even then you can upgrade it to have IWND and stick a mek in it to further fix up its gubbinz..

Only problem I see is that it is not an assault vehicle, but then again if your sticking something inside it its either a Mek or something durable or something that will pour out the firepower..

Well it won't be shooting from inside, no fire points.


As it has been said multiple time around the place, disembark a unit of Burna Boyz...

And what are the rules for disembarking units, regarding attacking, does it have assault vehicle rules.???


You can leave the vehicle, you can shoot but not assault, but then again why would you when you could torch the place from a reliable transport?

From those fire points it doesn't have ??
How do you disembark from it when there's enemy models in base to base with it.?
If not in base to base, you unload your t4 burnas, and they get shot up.


Who said the Gork/Morkanought was in CC?

Yes they unload (as it has been said "from" a transport not "IN" a transport), and yes the burna boytz get shot up, but the question now is did they fufill their job? usually you want to use burna boyz to rout out troops on objectives, and when they do that, congratz they did their job, and made it even harder for your opponent to fulfill victory. If they die because they were shot up, well that is just the nature of the beast.


Dawn of new Ork codex? @ 2014/06/08 15:05:24


Post by: Dragonzord


I reckon it will have assault vehicle rules... theres no reason theyd sell a nob squad with warboss with the naught if it wasnt assaulty. That and orks are an assault vehicle army..


Dawn of new Ork codex? @ 2014/06/08 16:40:50


Post by: happygolucky


I hope so, I think it would be a nice addition, but I don't have my hopes up for it to be honest..


Dawn of new Ork codex? @ 2014/06/09 06:57:30


Post by: CYBORK


Dragonzord wrote:
theres no reason theyd sell a nob squad with warboss with the naught if it wasnt assaulty.


you're talking about Games Workshop right?


Dawn of new Ork codex? @ 2014/06/09 13:11:36


Post by: gpfunk


I hope I'm not the only one who is disappointed with the new flash git models. I'm certain I'm not, but I wanted to get dakka's general opinion.

One of my favorite parts about every ork is their body shape and the individualization of every dirty tee shirt and leather strap. I was hoping the flashgits would have smaller but more intricate guns so I could, say, have one holding his gun up and pointing forward like any of your standard space marine sergeants. That way you can see all his sinewy muscle and his imposing figure. I wish the Gits themselves were the focus rather than the guns. If they'd just sized them down a bit I'd be fine with it. That, and I hate the whole -I'm holding on to a prop bar to keep my gun steady- way of holding a firearm.

I'm probably going to try to find the extra gubbins from that kit from the internet or something whilst bashing their guns together from my own stock. The heads look right proppa, as does that cutlass arm. The guns though. I mean...they block the whole damn torso and legs up! I want all my orks to be beasts that strike fear into the hearts of men, not guns with legs...though that would be...pretty orky.


Dawn of new Ork codex? @ 2014/06/09 21:25:17


Post by: Orkhead


I for one hate the new models they make mine look like crap. No really I love these guys. The only thing I am going to do with the kit is replace the pirate hat heads. Not fond of the whole pirates in space thing.


Dawn of new Ork codex? @ 2014/06/09 21:38:57


Post by: Perfect Organism


Looks like ork artillery actually got better and it was already really good. If nothing else in the codex is powerful, we've got the basis for a solid gunline at least.

Just need to find a suitable kit to loot for gun carriages or come up with a template to make my own and a way to get affordable grot crew / ammo runts, because the new mek gun kit looks like it will be pricey.


Dawn of new Ork codex? @ 2014/06/09 23:46:13


Post by: Vineheart01


Dude, 18pt lobbas in groups of 5. FETH YEAH! lol. Same stats (afaik), 6pts cheaper, and more of them per slot used! More ammo runts too, which is nice.

My previous excuses for not using lobbas was because it was 5pts per model on a unit i brought primarily because it cost me almost nothing to get for what they do. Kannons are technically better as theyre more versatile, but the 48" range and Barrage rule make lobbas just nasty nasty lol. Never field a kannon again, unless something changed to make them better than lobbas (S8 AP3 is neat but usually not needed for me)


Dawn of new Ork codex? @ 0033/06/10 01:23:36


Post by: Perfect Organism


The desirability of kannons really depends on how good other anti-tank options are. The mega-kannon and smasha gun don't strike me as any better than an equivalent points value of kannons at that role, so unless Tankbustas are getting a big boost or something new turns up, kannons will still play an important role.

I'm considering the relative merits of lobbas and bubble chukkas. Even though large blasts and greater lethality against armoured targets are good, I think cheapness, range and indirect fire still make me favour lobbas.


Automatically Appended Next Post:
Been grinding the numbers on Mega Kannons, Smasha Guns, Kannons and Zzapp Guns.

Smasha Guns are not very good at all They have a small chance to one-shot most vehicles (about the same as a lascannon against AV 14), but are relatively poor at getting glances and the mega-kannon gives better odds of getting a hit.

The mega-kannon seems like a solid choice. It's main competition is the kannon which also offers anti tank and anti-infantry capabilities. The mega kannon hits tanks a little more often and has some chance of exploding most vehicles, plus it kills heavy infantry and MCs more reliably, but kannons are significantly cheaper and have no chance of getting hot.

If Zzapp Guns still have the same rules as before, they are still not worth it even after the points drop. The Mega-Kannon does their job better.

Overall, I think that kannon-spam is still the way to go in most cases, with mega-kannons as a potential alternative.


Dawn of new Ork codex? @ 2014/06/10 07:55:38


Post by: Jidmah


Yeah, agree. Mixing them is probably a good idea too, having two units of cheap cannons to do their job and one unit of kustom mega kannons to take out high-priority targets.

Ironically, the very existence of the kustom mega kannon battery completely invalidates any reason to pick the Morkanaut.


Dawn of new Ork codex? @ 2014/06/10 13:37:52


Post by: Perfect Organism


The more I think about it, the more KMKs seem like the better choice.

If you're just buying one or two guns, kannons are better value, but if you want a five gun battery, you need to invest in upgrades to protect it. Most of those upgrades are likely to be a fixed cost, like a character. So it ends up being better to have higher value guns in the unit, so you get the most out of your fixed-cost add-on.

KMK also mean that you are buying/building fewer guns at a given points value of artillery. Kannons don't even have a plastic kit at all.

Finally, if you want to field a Shokk Attack Gun, a KMK battery seems like the ideal place to put one.


Automatically Appended Next Post:
Has anyone figured out the dimensions of the mek guns? They look maybe 90mm long and 60mm wide to me.

I'm thinking of starting a KMK build based on trukk wheels, a tau ion cannon and the dozer blade from a battlewagon.