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2017/05/25 15:10:20
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
Red Corsair wrote: OR the biggest one where you simply take a wierd boy and teleport a bubble of leadership 30 wherever you want it.
I never thought of this! How much area can a 30 Boyz mob cover? Whatever that is, add 6 and you have that much board cover of Ld 30!!!
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2017/05/25 15:58:08
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
JohnU wrote: If you're worried about explosions, start punting your MANZ around with Weirdboyz.
I agree, this and nob bikers seem like the best lists especially if zhardsnark gives bikes additional bonuses.
I'm just not sold on trukk boys or slow moving hordes.
We still need to see the bigger picture with dread mobs and FW vehicles or squiggoths.
Again you fail to see the bonuses inherent simply by the core rules. Large mobz didn't work because you removed casualties from the front and because mob rule was terribler and unreliable. THEN when you made it, your claw was in a challenge and usually died and then you struck last. ALL the above changed. 3 or more massive mobs can easily benefit from character buffs and need not worry about losing said buffs by being killed out of range.
Swinging first when you charge
No more unwieldy weapons
remove casualties from the rear (hell or the front to deny charges to yourself)
These were already helping before this leak, now after you got
4 ways to mitigate battleshock:
1.warboss
2.Nobz
3.Nearby mob
4. your own unit size
Character buffs:
1.Waaagh isn't limited to once per battle or after turn 1
2.Mad doc can help ANY number of units in range
3. Player choice casualty removal means you always get the buffs until you don't want them
4. Wierdboy has the best psychic power we have seen yet that also happens to be the best redeployment ability
gungo wrote: Nob warbikers are good now especially with big choppa change.
Truck boys took a hit with its small capacity and new mob rules large mob reliance.
Man missiles took a hit with trukks killing them on a 1 when it explodes.
People way to optomistic w these changes when one of our better lists last edition was already green tide which was already fearless, 5+ fnp on everyone and had the entire army move run and charge every turn.
And this list was still slow moving and cumbersome and was easily mowed down with 7th ed anti infantry weapons and 8th edition only seems to make those weapons much stronger.
Orks still lack mobility.
Orks don't have to worry about challenges but snipers will wreck the characters that improve orks.
I foresee nob bikers and manz in transports still being our best options and large blobs of boys are still to slow and truck boys still to vulnerable to morale and low durability.
LMAO, seriously think about a strategy before claiming things are lack luster. Your truck boyz have NUMEROUS ways around moral just from that tiny leak. A nearby warboss is one fix, another is having a bigger mob in a battle wagon to get mid field to confer its higher LD OR the biggest one where you simply take a wierd boy and teleport a bubble of leadership 30 wherever you want it.
Then theres is the part where you haven't seen 99% of the ork rules yet
Automatically Appended Next Post:
A Town Called Malus wrote: I think this edition is favouring multiple small hordes with strong shooting in close combat
I think this edition favors nothing and all things can be made viable, yet people from some reason just like every aspect of life, feel the need to fit things into specific boxes.
first units inside transports don't confer special rules unless this changes this edition... second how many trucks can you fit within 6in of a warboss. Third I already stated we don't have all the rules but last edition I was already playing a fearless blob of orks with 5+ fnp and waaaagh every turn that allows it to move run charge each turn with rerolls on run/charge and it was still to slow and susceptible to anti infantry. We don't know the full rules but what I'm telling you are still legit issues. Orks will obviously have some type of list that's usable bikes and manz with some reliable transport look decent as does woerdboys depending how he psychic phase turns out.
2017/05/25 16:03:52
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
Is it just me or does that Orc Faction Focus just sound like they are telling us 7th ed rules and acting like they are new? Literally, any changes are because of general rule changes, not faction changes. Again, I feel orks are left out...
2017/05/25 16:04:59
Subject: Re:Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
Q: So using power points you can equip whatever you want to your squads, how does that not stop imbalance?
A: That's right. The Power Level assumes you are taking a pretty souped up version of that unit. You should feel free to take anything you like on that unit if you are playing Power Levels.
Oh yea, how do you figure they did a power level for the dreadnought then? Did they take each gun and average the effect?
I think we know, which piece of information we can trust more.
But, let's play that game!
Still think it's based around best equipment?
2017/05/25 16:08:08
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
gungo wrote: Nob warbikers are good now especially with big choppa change.
Truck boys took a hit with its small capacity and new mob rules large mob reliance.
Man missiles took a hit with trukks killing them on a 1 when it explodes.
People way to optomistic w these changes when one of our better lists last edition was already green tide which was already fearless, 5+ fnp on everyone and had the entire army move run and charge every turn.
And this list was still slow moving and cumbersome and was easily mowed down with 7th ed anti infantry weapons and 8th edition only seems to make those weapons much stronger.
Orks still lack mobility.
Orks don't have to worry about challenges but snipers will wreck the characters that improve orks.
I foresee nob bikers and manz in transports still being our best options and large blobs of boys are still to slow and truck boys still to vulnerable to morale and low durability.
LMAO, seriously think about a strategy before claiming things are lack luster. Your truck boyz have NUMEROUS ways around moral just from that tiny leak. A nearby warboss is one fix, another is having a bigger mob in a battle wagon to get mid field to confer its higher LD OR the biggest one where you simply take a wierd boy and teleport a bubble of leadership 30 wherever you want it.
Then theres is the part where you haven't seen 99% of the ork rules yet
Automatically Appended Next Post:
A Town Called Malus wrote: I think this edition is favouring multiple small hordes with strong shooting in close combat
I think this edition favors nothing and all things can be made viable, yet people from some reason just like every aspect of life, feel the need to fit things into specific boxes.
first units inside transports don't confer special rules unless this changes this edition... second how many trucks can you fit within 6in of a warboss. Third I already stated we don't have all the rules but last edition I was already playing a fearless blob of orks with 5+ fnp and waaaagh every turn that allows it to move run charge each turn with rerolls on run/charge and it was still to slow and susceptible to anti infantry. We don't know the full rules but what I'm telling you are still legit issues. Orks will obviously have some type of list that's usable bikes and manz with some reliable transport look decent as does woerdboys depending how he psychic phase turns out.
No they are not legit issues, you seem to have wanted to play a 7th edition formation in 8th with nothing but additional benefits. I hate to break it to you but every formation is gone and you can't pretend like those old perks were the standard. I am not going to play hypothetical games with your demands here either, I could tell you any number of ways to pack 10 trucks into range of a WB and none would matter in a vacuum that you get to recreate over and over.
I listed the 4 new options to fix LD above, along with the other perks. If you can't make your army work FAIRLY in the bigger picture with those then I'm afraid we won't see eye to eye.
JohnU wrote: If you're worried about explosions, start punting your MANZ around with Weirdboyz.
I agree, this and nob bikers seem like the best lists especially if zhardsnark gives bikes additional bonuses.
I'm just not sold on trukk boys or slow moving hordes.
We still need to see the bigger picture with dread mobs and FW vehicles or squiggoths.
Again you fail to see the bonuses inherent simply by the core rules. Large mobz didn't work because you removed casualties from the front and because mob rule was terribler and unreliable. THEN when you made it, your claw was in a challenge and usually died and then you struck last. ALL the above changed. 3 or more massive mobs can easily benefit from character buffs and need not worry about losing said buffs by being killed out of range.
Swinging first when you charge
No more unwieldy weapons
remove casualties from the rear (hell or the front to deny charges to yourself)
These were already helping before this leak, now after you got
4 ways to mitigate battleshock:
1.warboss
2.Nobz
3.Nearby mob
4. your own unit size
Character buffs:
1.Waaagh isn't limited to once per battle or after turn 1
2.Mad doc can help ANY number of units in range
3. Player choice casualty removal means you always get the buffs until you don't want them
4. Wierdboy has the best psychic power we have seen yet that also happens to be the best redeployment ability
As I've said before when playing the greentide last ed
1) waagh was not limited once a turn
2) the entire army was already 5+ fnp 3) the entire mob was already fearless
4) issues with mobs dying from the front had no real problems with the amount of chaff units protecting klaws
5) challenges weren't much of a problem with the amount of redundancy with klaw nobs
And yet green tide was to slow moving and cumbersome and easily dealt with high anti infantry.
We don't have the entire picture but stop acting like every unit choice is going to be competitive and balanced that doesn't happen in AoS and it's not happening in 8th 40k.
2017/05/25 16:12:10
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
lolman1c wrote: Is it just me or does that Orc Faction Focus just sound like they are telling us 7th ed rules and acting like they are new? Literally, any changes are because of general rule changes, not faction changes. Again, I feel orks are left out...
Sure, ignore that garbage fire chaos focus that not even Trump could improve with greatness, or that hill of trash dark eldar focus where they told us incubi have improved weapons despite going from ap2 to rend -3 and that wyches are durable because of their 4+ dodge.... oh wait a minute, it's almost as if this review leaked more info then combining all of the early ones.
JohnU wrote: If you're worried about explosions, start punting your MANZ around with Weirdboyz.
I agree, this and nob bikers seem like the best lists especially if zhardsnark gives bikes additional bonuses.
I'm just not sold on trukk boys or slow moving hordes.
We still need to see the bigger picture with dread mobs and FW vehicles or squiggoths.
Again you fail to see the bonuses inherent simply by the core rules. Large mobz didn't work because you removed casualties from the front and because mob rule was terribler and unreliable. THEN when you made it, your claw was in a challenge and usually died and then you struck last. ALL the above changed. 3 or more massive mobs can easily benefit from character buffs and need not worry about losing said buffs by being killed out of range.
Swinging first when you charge
No more unwieldy weapons
remove casualties from the rear (hell or the front to deny charges to yourself)
These were already helping before this leak, now after you got
4 ways to mitigate battleshock:
1.warboss
2.Nobz
3.Nearby mob
4. your own unit size
Character buffs:
1.Waaagh isn't limited to once per battle or after turn 1
2.Mad doc can help ANY number of units in range
3. Player choice casualty removal means you always get the buffs until you don't want them
4. Wierdboy has the best psychic power we have seen yet that also happens to be the best redeployment ability
As I've said before when playing the greentide last ed
1) waagh was not limited once a turn
2) the entire army was already 5+ fnp 3) the entire mob was already fearless
4) issues with mobs dying from the front had no real problems with the amount of chaff units protecting klaws
5) challenges weren't much of a problem with the amount of redundancy with klaw nobs
And yet green tide was to slow moving and cumbersome and easily dealt with high anti infantry.
We don't have the entire picture but stop acting like every unit choice is going to be competitive and balanced that doesn't happen in AoS and it's not happening in 8th 40k.
Yea, and I'll repeat myself, your cherry picking a formation that was not balanced and expecting to maintain that status PLUS get new things. Not gonna happen. Or do you think it's fair for Riptide wing players to complain when they don't get Hail fire and rerolls to Nova charging standard?
NONE of the formations from 7th exist in 8th, they said that already.
This message was edited 1 time. Last update was at 2017/05/25 16:15:45
Whilst I don't think the captain can really be salvaged without extensive repositioning, I think that lowering the sword arm and turning the head too look at different direction would be clear improvements.
lolman1c wrote: Is it just me or does that Orc Faction Focus just sound like they are telling us 7th ed rules and acting like they are new? Literally, any changes are because of general rule changes, not faction changes. Again, I feel orks are left out...
Did you read the article? The morale rules are VERY different from the terrible 7th edition rules, with a return to 4th edition's mob rule and other useful morale buffs. That is a BIG deal, imo.
Also, Big Choppas that are actually useful, Aura buffs rather than single unit buffs and every turn WAAAAGH! without having to take a very limiting formation.
I'm stoked by this Faction Focus and the amount of positive info thrown our way.
JohnU wrote: If you're worried about explosions, start punting your MANZ around with Weirdboyz.
I agree, this and nob bikers seem like the best lists especially if zhardsnark gives bikes additional bonuses.
I'm just not sold on trukk boys or slow moving hordes.
We still need to see the bigger picture with dread mobs and FW vehicles or squiggoths.
Again you fail to see the bonuses inherent simply by the core rules. Large mobz didn't work because you removed casualties from the front and because mob rule was terribler and unreliable. THEN when you made it, your claw was in a challenge and usually died and then you struck last. ALL the above changed. 3 or more massive mobs can easily benefit from character buffs and need not worry about losing said buffs by being killed out of range.
Swinging first when you charge
No more unwieldy weapons
remove casualties from the rear (hell or the front to deny charges to yourself)
These were already helping before this leak, now after you got
4 ways to mitigate battleshock:
1.warboss
2.Nobz
3.Nearby mob
4. your own unit size
Character buffs:
1.Waaagh isn't limited to once per battle or after turn 1
2.Mad doc can help ANY number of units in range
3. Player choice casualty removal means you always get the buffs until you don't want them
4. Wierdboy has the best psychic power we have seen yet that also happens to be the best redeployment ability
As I've said before when playing the greentide last ed
1) waagh was not limited once a turn
2) the entire army was already 5+ fnp 3) the entire mob was already fearless
4) issues with mobs dying from the front had no real problems with the amount of chaff units protecting klaws
5) challenges weren't much of a problem with the amount of redundancy with klaw nobs
And yet green tide was to slow moving and cumbersome and easily dealt with high anti infantry.
We don't have the entire picture but stop acting like every unit choice is going to be competitive and balanced that doesn't happen in AoS and it's not happening in 8th 40k.
In my experience that's not true. In AoS tournaments i see a lot of lists that are packed full of underused units, and as long as they don't meet the AAA lists that are going to get stomped by the GHB2, they do quite fine. As long as you apply a bit of common sense during list building, in AoS you can play all units, at least for the factions i have played with and against.
2017/05/25 16:16:47
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
gungo wrote: Nob warbikers are good now especially with big choppa change.
Truck boys took a hit with its small capacity and new mob rules large mob reliance.
Man missiles took a hit with trukks killing them on a 1 when it explodes.
People way to optomistic w these changes when one of our better lists last edition was already green tide which was already fearless, 5+ fnp on everyone and had the entire army move run and charge every turn.
And this list was still slow moving and cumbersome and was easily mowed down with 7th ed anti infantry weapons and 8th edition only seems to make those weapons much stronger.
Orks still lack mobility.
Orks don't have to worry about challenges but snipers will wreck the characters that improve orks.
I foresee nob bikers and manz in transports still being our best options and large blobs of boys are still to slow and truck boys still to vulnerable to morale and low durability.
LMAO, seriously think about a strategy before claiming things are lack luster. Your truck boyz have NUMEROUS ways around moral just from that tiny leak. A nearby warboss is one fix, another is having a bigger mob in a battle wagon to get mid field to confer its higher LD OR the biggest one where you simply take a wierd boy and teleport a bubble of leadership 30 wherever you want it.
Then theres is the part where you haven't seen 99% of the ork rules yet
Automatically Appended Next Post:
A Town Called Malus wrote: I think this edition is favouring multiple small hordes with strong shooting in close combat
I think this edition favors nothing and all things can be made viable, yet people from some reason just like every aspect of life, feel the need to fit things into specific boxes.
first units inside transports don't confer special rules unless this changes this edition... second how many trucks can you fit within 6in of a warboss. Third I already stated we don't have all the rules but last edition I was already playing a fearless blob of orks with 5+ fnp and waaaagh every turn that allows it to move run charge each turn with rerolls on run/charge and it was still to slow and susceptible to anti infantry. We don't know the full rules but what I'm telling you are still legit issues. Orks will obviously have some type of list that's usable bikes and manz with some reliable transport look decent as does woerdboys depending how he psychic phase turns out.
No they are not legit issues, you seem to have wanted to play a 7th edition formation in 8th with nothing but additional benefits. I hate to break it to you but every formation is gone and you can't pretend like those old perks were the standard. I am not going to play hypothetical games with your demands here either, I could tell you any number of ways to pack 10 trucks into range of a WB and none would matter in a vacuum that you get to recreate over and over.
I listed the 4 new options to fix LD above, along with the other perks. If you can't make your army work FAIRLY in the bigger picture with those then I'm afraid we won't see eye to eye.
wtf are you talking about I'm not asking to play the same formation I'm saying all the bs your crying about was already not an issue last edition in this specific formation and there were still problems that this preview doesn't address with orks. Namely large mobs of boys while optimal for morale are slow as dirt even with rerolls to charge and move run and charge each turn and characters in transports do not confer special rules, are seperate units that are easier to snipe and are just as slow.... making everything very slow moving.
This message was edited 1 time. Last update was at 2017/05/25 16:24:27
2017/05/25 16:17:43
Subject: Re:Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
I am just loving how each piece of information changes how the 'Meta' will change. I can't wait for the next thing to come out and change it once more.
On the Balance of Power Level:It comes down to a number of things. 1] What is your Meta Like: If it is all about Putting the 'Best' Weapons out there, then there will be little or no change. Everyone will just keep doing the same thing. 2] If you have a smaller group that plays well with each other, then there won't be an issue.
3] If you as dealing with WAAC and Adam Henry's (Ask your cop buddy), then that will not change no mater what you do.
4] It will force to to...interact with the other player before the game, I know this can be scary, but remember they are afraid of you as much as you are afraid of them.
5] If you are Hyper-Competitive, then maybe Power Level is not for you and stick with Matched play. I understand that and will not hold it against you as long as you are not a jerk to me about liking Narrative play and Open Play.
For myself I love the idea of the Power Levels and my group does to for a number of factors that might not be relevant to your area, but it is to us.
1] We don't do a lot of magnet work so if my Space Wolf has a Frost Blade and a Bolt Pistol today he will have one next game.
2] We are all hard WYSIWYG on ourselves, what this means is if I build my Land Speeders with a Heavy Bolter and Missile Launchers I am not going to say 'This game they are all armed with Multi-Meltas' unless it is to experiment and I talk to the other before the game about it.
3] We all know what each other has and is building so there is no Surprise Units/Death Stars.
4] We all tend to field what we want and enjoy playing rather than 'The Best'. Another way to put it, we use the Rule of Cool 90% of the time.
So from what I have been seeing 8th Edition/New Warhammer (Whatever you want to call it) it looks to be a fast paced fun game to kill a few hours over with out Dr. Pepper and Cheezy Poofs.
As I've said before when playing the greentide last ed
1) waagh was not limited once a turn
2) the entire army was already 5+ fnp 3) the entire mob was already fearless
4) issues with mobs dying from the front had no real problems with the amount of chaff units protecting klaws
5) challenges weren't much of a problem with the amount of redundancy with klaw nobs
And yet green tide was to slow moving and cumbersome and easily dealt with high anti infantry.
We don't have the entire picture but stop acting like every unit choice is going to be competitive and balanced that doesn't happen in AoS and it's not happening in 8th 40k.
You act like greentide was the best way to play orks last edition. Even with ALL those buffs that you listed, it was still garbage; me and any other ork players in my area certainly tried it, but not more than once. It was a terrible gimmick and unless you were playing the relic you were going to lose every game (and on the relic it depended entirely on getting lucky with some run rolls).
We now have all the buffs you mentioned. Are allowed to use our saves, get to swing first, don't have to eat leadership effects, have bubble effects for buffs, ACTUAL unit synergy via stacking buffs. Are faster, get to swing with the full weight of numbers.... And you dont have to commit your entire collection to a single unit to make it happen.
so far the only thing I think will be hard, is keeping your turnkey pieces safe from snipers, since orks lack any kind of unit in the vein of honor guard, or hive guard.... But hell, even if the KFF and pain boy get poked out of the unit early oh, it seems like the rest of the table is fearsom as feth.
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
2017/05/25 16:26:58
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
gungo wrote: Nob warbikers are good now especially with big choppa change.
Truck boys took a hit with its small capacity and new mob rules large mob reliance.
Man missiles took a hit with trukks killing them on a 1 when it explodes.
People way to optomistic w these changes when one of our better lists last edition was already green tide which was already fearless, 5+ fnp on everyone and had the entire army move run and charge every turn.
And this list was still slow moving and cumbersome and was easily mowed down with 7th ed anti infantry weapons and 8th edition only seems to make those weapons much stronger.
Orks still lack mobility.
Orks don't have to worry about challenges but snipers will wreck the characters that improve orks.
I foresee nob bikers and manz in transports still being our best options and large blobs of boys are still to slow and truck boys still to vulnerable to morale and low durability.
LMAO, seriously think about a strategy before claiming things are lack luster. Your truck boyz have NUMEROUS ways around moral just from that tiny leak. A nearby warboss is one fix, another is having a bigger mob in a battle wagon to get mid field to confer its higher LD OR the biggest one where you simply take a wierd boy and teleport a bubble of leadership 30 wherever you want it.
Then theres is the part where you haven't seen 99% of the ork rules yet
Automatically Appended Next Post:
A Town Called Malus wrote: I think this edition is favouring multiple small hordes with strong shooting in close combat
I think this edition favors nothing and all things can be made viable, yet people from some reason just like every aspect of life, feel the need to fit things into specific boxes.
first units inside transports don't confer special rules unless this changes this edition... second how many trucks can you fit within 6in of a warboss. Third I already stated we don't have all the rules but last edition I was already playing a fearless blob of orks with 5+ fnp and waaaagh every turn that allows it to move run charge each turn with rerolls on run/charge and it was still to slow and susceptible to anti infantry. We don't know the full rules but what I'm telling you are still legit issues. Orks will obviously have some type of list that's usable bikes and manz with some reliable transport look decent as does woerdboys depending how he psychic phase turns out.
No they are not legit issues, you seem to have wanted to play a 7th edition formation in 8th with nothing but additional benefits. I hate to break it to you but every formation is gone and you can't pretend like those old perks were the standard. I am not going to play hypothetical games with your demands here either, I could tell you any number of ways to pack 10 trucks into range of a WB and none would matter in a vacuum that you get to recreate over and over.
I listed the 4 new options to fix LD above, along with the other perks. If you can't make your army work FAIRLY in the bigger picture with those then I'm afraid we won't see eye to eye.
wtf are you talking about I'm not asking to play the same formation I'm saying all the bs your crying about was already not an issue last edition in this specific formation and there were still problems that this preview doesn't address with orks. Namely large mobs of boys while optimal for morale are slow as dirt even with rerolls to charge and move run and charge each turn and characters in transports do not confer special rules, are seperate units that are easier to snipe and are just as slow.... making everything very slow moving.
You see, now your being petulant and rude. I was trying to reasure your hysteria, not my own. But if your going to lower the discussion I'll leave you to it.
As I've said before when playing the greentide last ed
1) waagh was not limited once a turn
2) the entire army was already 5+ fnp 3) the entire mob was already fearless
4) issues with mobs dying from the front had no real problems with the amount of chaff units protecting klaws
5) challenges weren't much of a problem with the amount of redundancy with klaw nobs
And yet green tide was to slow moving and cumbersome and easily dealt with high anti infantry.
We don't have the entire picture but stop acting like every unit choice is going to be competitive and balanced that doesn't happen in AoS and it's not happening in 8th 40k.
You act like greentide was the best way to play orks last edition. Even with ALL those buffs that you listed, it was still garbage; me and any other ork players in my area certainly tried it, but not more than once. It was a terrible gimmick and unless you were playing the relic you were going to lose every game (and on the relic it depended entirely on getting lucky with some run rolls).
We now have all the buffs you mentioned. Are allowed to use our saves, get to swing first, don't have to eat leadership effects, have bubble effects for buffs, ACTUAL unit synergy via stacking buffs. Are faster, get to swing with the full weight of numbers.... And you dont have to commit your entire collection to a single unit to make it happen.
so far the only thing I think will be hard, is keeping your turnkey pieces safe from snipers, since orks lack any kind of unit in the vein of honor guard, or hive guard.... But hell, even if the KFF and pain boy get poked out of the unit early oh, it seems like the rest of the table is fearsom as feth.
that's my point greentide or any large units of boys with similar buffs are still slow and cumbersome.
Truck boys are faster but are counter to large boy morale bonus and reliant on nobs that are only ok or piling on top of the warboss who can't confer rules from inside a transport and is a slow moving solo unit who is prone to sniping.
This message was edited 1 time. Last update was at 2017/05/25 16:31:20
2017/05/25 16:29:36
Subject: Re:Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
Q: So using power points you can equip whatever you want to your squads, how does that not stop imbalance?
A: That's right. The Power Level assumes you are taking a pretty souped up version of that unit. You should feel free to take anything you like on that unit if you are playing Power Levels.
Oh yea, how do you figure they did a power level for the dreadnought then? Did they take each gun and average the effect?
I think we know, which piece of information we can trust more.
But, let's play that game!
Still think it's based around best equipment?
There is MUCH more to a unit than how many marines its weapons can kill. Do the same calculation using tau markerlights and see how many dead marines you have after firing 10-15 of those.
The warpflamers are high hit count, single damage, low range weapons, the butcher canon is a long range 2 damage high strength beast of a gun, locked onto a high toughness model with a great save and a ton of wounds. Dealing up to 6 unsaved wounds* to a HLD doesn't do a thing to impact its effectiveness while doing the same to a group of five rubrics wipes them out completely.
Mathhammer is great! It helps a lot, but just as logic is the beginning of wisdom, not the end, proper mathhammer merely forms the basis for understanding balance in Warhammer.
*which it may heal
2017/05/25 16:29:59
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
Wow, the Ork Weirdboy is going to be a must have! It's like 40k's Sayl the Faithless haha. I wonder if Matched Play will limit spells to each being castable only once a turn. Otherwise the Ork player will be teleporting everything in!
This message was edited 1 time. Last update was at 2017/05/25 16:30:46
Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-)
2017/05/25 16:31:42
Subject: Re:Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
Okay, so from here on I'm skipping duplicate of the same questions and "My Faction Next!" posts for the sake of brevity.
Missions Q: That stratagem for discarding cards and new objectives is interesting as we have a house rule that lets us discard the card if it is completely impossible to complete with the starting armies e.g. Scout the skies when the opponent has no flyers or Destroying a building/fortification when there are none.
A: That's a very popular house rule in a number of gaming groups, Charles. But now, there is a stratagem for those folks who don't use that house rule as standard.
Q: This looks awesome!
Just a question, Warhammer 40,000-
It says: "This mission will be available as part of the free rules in the Warhammer 40,000 Battle Primer and, of course, in the new book itself. "
Am I reading into it too much, or will there be some rules that are not free. ie: Core vs Advanced?
A: Hey [REDACTED] - the core rules, as in, how you move, shoot fight and the basic mission will be free to download online.
Q: Keeping the same cards or do we need to buy new ones?
A: Hey [REDACTED] - well, the article says "The objective deck has been re-done from the ground up while keeping the feel of that type of game, with its constantly changing and updated orders."
That means the current cards are no longer compatible.
Q: Can I ask something pretty important. Are we still taking turns as per current 40k or the role off at the end of game turns like aos. May I point out if its the second of these im gonna cry... alot
A: Not sure we have made any mention of any roll off at the start of the turn in any of the articles yet..
Q: Unrelated question. Will the existence of primaris marines mean we won't be seeing any more new models for old marines?
A: We haven't got any news about releases that we haven't revealed yet, Mike. Keep your eyes on this page for all the latest news when we get it.
Q: Are the points for match play in the index books?
A: Yes indeed they are.
ORK FACTION FOCUS WAAAAAAAAAAAAAAAAAAAAAAGH Q: You didn't answer the single most important thing all Ork's wanted to know!
DO RED ONEZ GO FASTA ???
A: OF COURSE DEY DO! BUT ONLY IF YOU BELIEVE 'ARD ENOUGH!
Q: My warboss highly approoves new thingies...
Warhammer 40,000 Will MEgaBosses be on 60mm bases like in AoS ?
A: No word on any new models right now... but watch this space for all da latest when we get it!
Q: Any confirmation on whether nobz bases will change in the new edition?
A: Not that we know of? Watch dis space for all da latest when we get it!
Q: So pumped for this!? Is it worth taking Ghaz now!?
A: He is so, so good!
This message was edited 1 time. Last update was at 2017/05/25 16:32:02
2017/05/25 16:31:59
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
Crimson wrote: Whilst I don't think the captain can really be salvaged without extensive repositioning, I think that lowering the sword arm and turning the head too look at different direction would be clear improvements.
Spoiler:
Hand is posed wrong for a lowered position unless you want his sword pointing at the ground.
That said, the actual kits we should be getting later will help a lot.
This message was edited 1 time. Last update was at 2017/05/25 16:38:14
2017/05/25 16:39:30
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
Ork article was fine. Not very exciting. I was hoping that they'd show us the Flash Gitz data sheet or something.
What's the most interesting thing still to come? Space Marine focus I guess... I feel like we must be running out of things that they can drip-feed at this stage.
2017/05/25 16:41:34
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
gungo wrote: that's my point greentide or any large units of boys with similar buffs are still slow and cumbersome.
You've seen their movement stat? Further we can now reliably teleport a 30 man blob to ANYWHERE on the table.... Thats faster than any infantry unit has EVER been in warhammer. It beats eldar jetbikes.
Truckboys are faster but are counter to large boy morale bonus and reliant on nobs that are only ok
again, you've seen the stats for nobs to know that they are just 'okay'?
or piling on top of the warboss who can't confer rules from inside a transport and is a slow moving solo unit who is prone to sniping.
who told you that warbosses can't confer from inside of transports?
Stop holding 7th ed in mind when you evaluate these rules... It may hurt your sensibilities but 7th ed does not exist anymore in about 2 weeks.
Special characters being untouchable inside of a unit was a VERY bad thing for the game overall, and for orks especially. Hiding models wasn't particularly effective because they all wanted to get into CC and in last edition that mean they were just gonna be chaff challenged out when they finally had an opportunity to matter.
Yes, having to deal with sniping is going to be hard, but its going to be hard for EVERYONE and further orks seem to have a good amount of their synergy spread around. Some depends on bosses, others on meks, others on painboys, others on large mobs. Worried about your boss? Give him mega armor, or a warbike. Same for meks. Maybe grot orderlies will allow you to auto pass FNP tests, and you can use that to shrug off sniper hits that land on key pieces.
For the love of mork man, breathe. You're going to drown in salt if you keep this up.
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
2017/05/25 16:42:39
Subject: Warhammer 40k 8th Edition Summary - 24 May 2017: Confirmed: release date/Forge World dataslate in OP
Charles Rampant wrote: Ork article was fine. Not very exciting. I was hoping that they'd show us the Flash Gitz data sheet or something.
What's the most interesting thing still to come? Space Marine focus I guess... I feel like we must be running out of things that they can drip-feed at this stage.
Bated breath for the Sister of Battle and Inquisition focus myself
Be good if they could show the stats on the real problem units - Ripties, Wraith Knights and Jetbikes - are they better, same or worse.
This message was edited 1 time. Last update was at 2017/05/25 16:43:00
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001