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Made in us
Longtime Dakkanaut




 Galas wrote:
5ppm grot shields are no different than 15ppm tau shield drones.

One could justify T3 for gretchin for the "orky" tougthness but I can't see to justify a 5+ for what are basically naked green babies.


Very valid point except that those 15ppm Tau Shield drones are T4 and have both a 4+ save, a 4+ invulnerable save, a 5+ FNP save and has TWICE the movement of a grot.

So that shield drone is wounding on 4s instead of 2 against anti-infantry weapons, and has a 50% save chance as opposed to the 16.6% the grot has, not to mention its an invuln save ohh AND it has a 5+ FNP save.

Raw numbers time. 9 grots take 13 bolter hits to kill. 3 shield drones (same points cost) take 18 bolter shots to kill. (18 shots = 9 wounds = 4.5 failed saves, 4.5 failed saves = 3 failed FNP rolls = 3 dead shield drones). And there is also the fact that those shield drones don't have to spend CP to sacrifice themselves to save an 80+pt model (assuming its on a broadside).

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Regular Dakkanaut





tulun wrote:

Ork Elite slots are uncompetitive so taking 3 x 5 kommandos is rarely ever going to be an issue. Fast attack is definitely hyper competitive, though, given how useful Deff Koptas, Buggies, and Stormboyz are. I'd even argue Nob Bikers are alright given their 30 ppm base cost and 3 wounds.

Meganobz are actually pretty useful now, especially in the middle of the board. Add a banner nob to that (nullifying the -1 hit of klaws and killsaws) and you're using 2 of 3 elite slots.

A squad or two of grots in your deployment zone gives you some tactical flexibility for doing mission actions, along with potentially serving as grot shields against turn 1 fire. I've been running both a squad of kommandos and a squad of grots for Deploy Scramblers, and am pretty happy with both. Grots handle the friendly/middle actions, kommandos are dedicated for the enemy-zone action.

I think 5ppm is probably still too expensive; going to 4 would be fine by me. But they're definitely more useful in 9th than 8th.
   
Made in ca
Longtime Dakkanaut




Hankovitch wrote:
tulun wrote:

Ork Elite slots are uncompetitive so taking 3 x 5 kommandos is rarely ever going to be an issue. Fast attack is definitely hyper competitive, though, given how useful Deff Koptas, Buggies, and Stormboyz are. I'd even argue Nob Bikers are alright given their 30 ppm base cost and 3 wounds.

Meganobz are actually pretty useful now, especially in the middle of the board. Add a banner nob to that (nullifying the -1 hit of klaws and killsaws) and you're using 2 of 3 elite slots.

A squad or two of grots in your deployment zone gives you some tactical flexibility for doing mission actions, along with potentially serving as grot shields against turn 1 fire. I've been running both a squad of kommandos and a squad of grots for Deploy Scramblers, and am pretty happy with both. Grots handle the friendly/middle actions, kommandos are dedicated for the enemy-zone action.

I think 5ppm is probably still too expensive; going to 4 would be fine by me. But they're definitely more useful in 9th than 8th.


You get 6 Elite slots dude.

Mega nobs are fine, but 6 elite slots is buckets for Orks.
   
Made in us
Longtime Dakkanaut





If I had to guess I'd say cost will be upgraded on the new kits. So I'd suggest getting yourself nice and ready before hand. At least they'll look cool.
   
Made in it
Waaagh! Ork Warboss




Italy

Hankovitch wrote:


I think 5ppm is probably still too expensive; going to 4 would be fine by me. But they're definitely more useful in 9th than 8th.


They were actually extremely useful in 8th as grot shields was a thing for popular units like lootas and flash gitz. Now both units became overcosted and taking multiple detachment costs CPs, so Bad Moons lootas shooting twice are also not a thing anymore unless going full Bad Moons.

And flooding the board with 90-120 ultra cheap dudes was useful even in 8th.

This message was edited 1 time. Last update was at 2021/05/26 10:50:58


 
   
Made in us
Longtime Dakkanaut




 Blackie wrote:
Hankovitch wrote:


I think 5ppm is probably still too expensive; going to 4 would be fine by me. But they're definitely more useful in 9th than 8th.


They were actually extremely useful in 8th as grot shields was a thing for popular units like lootas and flash gitz. Now both units became overcosted and taking multiple detachment costs CPs, so Bad Moons lootas shooting twice are also not a thing anymore unless going full Bad Moons.

And flooding the board with 90-120 ultra cheap dudes was useful even in 8th.


You inadvertently hit the nail on the head. Grots USED to be good for their ability to die in droves to protect actually valuable units. Giving a Loota bomb 30 ablative grot wounds for the cost of 90pts was...a no brainer. You didn't need the grots to do anything except exist and die on a 2+ for grot shields. The problem is GW yet again nerfed EVERYTHING without thinking of the consequences. The nerf to Mob up, the nerf to lootas and other shooty units, the nerf to grots. In the end all of it stacked together means grots have no use in the game. If loota bomb was still a worthwhile tactic than MAYBE 5ppm grots would be fine, but since it isn't a thing anymore grots and lootas are kind of trash now.

So the Nail on the head, GW was petrified based on the new wording for 9th that orkz would take 300 grots for 900pts and than field their remaining slots as shooty things. This would make most armies basically unable to play against orkz and have a chance of winning (300 bodies plus 1,100pts of other things is just too much to handle in most 5 turn games). So what did GW do? They nerfed grots and other cheap units giving them a hefty 66% price increase, now those 300 grots don't cost 900, they cost 1,500 and if you take that many you have very few points left over for basically anything else.

I think the easy answer would be to just make grots WORTH 5ppm if they are really that worried about people spamming horde units. And no, dropping grots to 4ppm would not make them worth taking either, again a cultist is 5ppm and absolutely destroys a grot in every single category.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Stabbin' Skarboy





I would have loved to see a 300 grot list. People can barely deal with 120 boyz now sometimes.

"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Some_Call_Me_Tim wrote:
I would have loved to see a 300 grot list. People can barely deal with 120 boyz now sometimes.


The difference is that boyz (with the right buffs) can actually murder stuff that's in their way. 300 gretchin though? If your opponent goes first and is fast enough to pin you in your deployment zone or you have a mission where you can't reach at least half the objective during the first turn, that's game over turn 1. Otherwise you will just lose due to the inability to score secondaries while handing your opponent a VP for every 10 gretchin they kill.

I'm also fairly sure that drukhari will shred through three or four units of gretchin per turn.

This message was edited 2 times. Last update was at 2021/05/26 16:35:59


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Stabbin' Skarboy





 Jidmah wrote:
 Some_Call_Me_Tim wrote:
I would have loved to see a 300 grot list. People can barely deal with 120 boyz now sometimes.


The difference is that boyz (with the right buffs) can actually murder stuff that's in their way. 300 gretchin though? If your opponent goes first and is fast enough to pin you in your deployment zone or you have a mission where you can't reach at least half the objective during the first turn, that's game over turn 1. Otherwise you will just lose due to the inability to score secondaries while handing your opponent a VP for every 10 gretchin they kill.

I'm also fairly sure that drukhari will shred through three or four units of gretchin per turn.

for me it's less of a thing of them being effective, i just think seeing five million grots shoved out onto the board is a glorious sight.

"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






That's a lot of money and time invested in doing nothing.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Stubborn White Lion




Gretchin have never really got over the removal of the rule stating you had to shoot at the closest unit. They were extremely obnoxious screening meat shields.
   
Made in us
Death-Dealing Devastator





South Carolina, USA

And now we are getting Ork boyz with T5, Grots with T3, and Beast Snagga boyz with S5, T5, and a 6+ invuln.

It's a good start. Hope the grotz get the 6+ inv save too like you guys talked about. Seemed reasonable and points-appropriate.

Squats 2020! 
   
Made in it
Waaagh! Ork Warboss




Italy

Grots' T is still 2 unless I missed something.

 
   
Made in gb
Longtime Dakkanaut






 Blackie wrote:
Grots' T is still 2 unless I missed something.

From the Community article yesterday: "That’s right, Toughness 5. In fact, many varieties of Ork throughout the codex are seeing an extra point of Toughness added to their profile (yes, even Gretchin)." – I know WC isn't 100% reliable but going on what we have available to us rn, this basically says T3 Grots.
   
Made in it
Waaagh! Ork Warboss




Italy

Yeah, I missed that, it should be pretty reliable. T3 sounds appropriate for a semi-useless 5ppm model armed with S3 no-ap pistol. T2 was right when gretchins were 3ppm.

 
   
Made in us
Shadowy Grot Kommittee Memba






 dadx6 wrote:
And now we are getting Ork boyz with T5, Grots with T3, and Beast Snagga boyz with S5, T5, and a 6+ invuln.

It's a good start. Hope the grotz get the 6+ inv save too like you guys talked about. Seemed reasonable and points-appropriate.


^the 6+inv is from the "cheeky zoggers" specialist mob. You can already get that, it just requires you to dedicate a detachment to making only GROT units decent.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Longtime Dakkanaut





Please GW give us index gretchin!!!!

I really want to do an ork army. I did one as a kid around 2nd Ed and feel the urge to go green again. I’m really liking the new stuff coming out and I always thought that Orks should be tougher than space marines (old marines) as it matched the way Orks were described. I can’t be bothered to think about the meta. And I always though that in terms of simple physical abilities that gretchin were the equivalent of a human at least
   
 
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