Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2014/05/28 21:19:25
Subject: Re:Ork rumours - First post updated 27th May
nflagey wrote: Just noticed that a couple more models are Temp. out of stock or No longer available on the US website: SNIP
Just to compare:
Ork Boss Snikrot (Temp out of stock) Available in UK Big mek w/ Bosspole (No longer available) Available in UK
These come in addition to the following, noted a few days ago: Tankbustas (Temp out of stock) Available in UK Big Gun - Lobba (Temp out of stock) Available in UK (But new model coming) Weirdboy (Temp out of stock) Available in UK Kaptin Badrukk (Temp out of stock) Available in UK Ork Kommando with Burna (Temp out of stock) Available in UK Grot Tekkies (Temp out of stock) Available in UK
Big mek w/ Sh Att Gun (No longer available) No longer available in UK Nob with Klaw and Big Shoota (No longer available) No longer available in UK
Additional: Meganob with Kombi Shoota-Rokkit Launcha No longer available in UK Deffkopta No longer available in UK Flash Git with Targeting Squig No longer available in UK (Been gone a few weeks.
This message was edited 3 times. Last update was at 2014/05/28 21:25:26
2014/05/28 21:19:29
Subject: Re:Ork rumours - First post updated 27th May
Basimpo wrote: I love orks. Orks was my first army. But please, I hate facing opponents who play orks and pronounce Waaagh! as Wag. Listen, if youre going to pronounce every gh as a g, then im going to do like wise. This unit will figgott that unit. My character challenges your character to a figgot to the death. Oop, naggot figgoting rules are in effect...
Heresy
But that's funny
SRSFACE wrote: Every Ork player I know is a really, really cool person.
Didn't we hear GW were getting rid of mettle models. And finecast.
Some of those will be restocked, and some replaced with new hopefully.
Its hard to be awesome, when your playing with little plastic men. Welcome to Fantasy 40k
If you think your important, in the great scheme of things. Do the water test.
Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
2014/05/28 21:43:55
Subject: Ork rumours - First post updated 27th May
Getting a 5++ from KFF is such a huge game changer with Orks, I might not even mind much if the SAG is phased out this ed. I'm super psyched that change was made.
2014/05/28 21:50:23
Subject: Ork rumours - First post updated 27th May
Multimoog wrote: Getting a 5++ from KFF is such a huge game changer with Orks, I might not even mind much if the SAG is phased out this ed. I'm super psyched that change was made.
Range is reduced to models within 6", not units. I'm still pleased though.
Wonder if they'll give us some non HQ Weirdboys?
2014/05/28 21:53:22
Subject: Ork rumours - First post updated 27th May
Nah, that's just bad translation. If it were 6" it wouldn't fully extend outside the base of the morkanaut. The English version is definitely going to make clear the "units within 6" distinction. Otherwise there'd be no point - you can't bunch a mob up to within 6" of a Mek and it was designed to give protection to whole mobs.
2014/05/28 21:57:39
Subject: Ork rumours - First post updated 27th May
Multimoog wrote: Nah, that's just bad translation. If it were 6" it wouldn't fully extend outside the base of the morkanaut. The English version is definitely going to make clear the "units within 6" distinction. Otherwise there'd be no point - you can't bunch a mob up to within 6" of a Mek and it was designed to give protection to whole mobs.
It's an inv save now, and do you speak german to know that it was a bad translation? The main use will be to protect vehicles.
Also, it extends from the base of the model, not the centre point.
2014/05/28 22:03:46
Subject: Ork rumours - First post updated 27th May
It's an inv save now, and do you speak german to know that it was a bad translation? The main use will be to protect vehicles.
Also, it extends from the base of the model, not the centre point.
It's a cover save in the current version of Codex: Orks, not an invul save. It would be pointless to improve the save to a ++ while removing its effectiveness by forcing players to bunch models around the base of the model it's equipped with. Its primary use is to provide cover to infantry. You don't need to be able to read German to be able to predict how it'll be presented in the final Codex rules.
Having it be within 6" per model goes against the way the Orks work as an army. I know most other players don't like the idea of an entire table of 5++ Orks (which is why everybody is steadfastly maintaining that's not how it'll work), but with every OTHER army having ample amounts of Ignores Cover weaponry, making the KFF provide 5++ will be the only way Ork builds are viable. As it is, you can't expect to play Orks against anything with access to template weapons and expect to have a fighting chance. 5++ is what will make boyz lists viable again, which means GW will sell a lot more of those models.
This message was edited 1 time. Last update was at 2014/05/28 22:08:09
2014/05/28 22:33:09
Subject: Ork rumours - First post updated 27th May
Squidbot wrote: Wonder if they'll give us some non HQ Weirdboys?
So long as we still have good troop choices, I don't think we need any special access to non-HQ characters. We effectively get one HQ per troops choice with 7th edition army composition. That should be enough.
It's an inv save now, and do you speak german to know that it was a bad translation? The main use will be to protect vehicles.
Also, it extends from the base of the model, not the centre point.
It's a cover save in the current version of Codex: Orks, not an invul save. It would be pointless to improve the save to a ++ while removing its effectiveness by forcing players to bunch models around the base of the model it's equipped with. Its primary use is to provide cover to infantry. You don't need to be able to read German to be able to predict how it'll be presented in the final Codex rules.
Having it be within 6" per model goes against the way the Orks work as an army. I know most other players don't like the idea of an entire table of 5++ Orks (which is why everybody is steadfastly maintaining that's not how it'll work), but with every OTHER army having ample amounts of Ignores Cover weaponry, making the KFF provide 5++ will be the only way Ork builds are viable. As it is, you can't expect to play Orks against anything with access to template weapons and expect to have a fighting chance. 5++ is what will make boyz lists viable again, which means GW will sell a lot more of those models.
This is why I'm so worried about the KFF. The new rules as they are shown in the WD are very close to gear the DA have, and their's only gives the invun to models within 6" not units, anddoes not work when embarked on a transport! It's very possible the morkanaut will be the only way to provide reasonable KFF coverage, with Big Meks not having a large enough base, and the KFF not working from inside a battlewagon.
GW could have decided that the Venomthropes shrouded buff was too powerful and are swinging the pendulum too far the other way to compensate.
2014/05/28 22:41:24
Subject: Ork rumours - First post updated 27th May
ceorron wrote: I wouldn't necessarily say it has bad synergy. It is expensive in points but it will be a bullet magnet which should keep the heat off the boys if nothing else.
Why would anyone shoot at it?
I've seen people win games by simply ignoring models that are too tough to kill, models like the (old style) Monolith, Knight, Wraithknight... and all of those have a much higher damage output than the Gorkanaut. There's really no reason to shoot a Gorkanaut, it's not a threat to anything. Just stick a Land Speeder behind it on the last turn to contest the objective it's sitting on, done.
The old meta is dead and the new meta struggles to be born. Now is the time of munchkins.
2014/05/28 22:42:32
Subject: Ork rumours - First post updated 27th May
It's an inv save now, and do you speak german to know that it was a bad translation? The main use will be to protect vehicles.
Also, it extends from the base of the model, not the centre point.
It's a cover save in the current version of Codex: Orks, not an invul save. It would be pointless to improve the save to a ++ while removing its effectiveness by forcing players to bunch models around the base of the model it's equipped with. Its primary use is to provide cover to infantry. You don't need to be able to read German to be able to predict how it'll be presented in the final Codex rules.
Having it be within 6" per model goes against the way the Orks work as an army. I know most other players don't like the idea of an entire table of 5++ Orks (which is why everybody is steadfastly maintaining that's not how it'll work), but with every OTHER army having ample amounts of Ignores Cover weaponry, making the KFF provide 5++ will be the only way Ork builds are viable. As it is, you can't expect to play Orks against anything with access to template weapons and expect to have a fighting chance. 5++ is what will make boyz lists viable again, which means GW will sell a lot more of those models.
This is why I'm so worried about the KFF. The new rules as they are shown in the WD are very close to gear the DA have, and their's only gives the invun to models within 6" not units, anddoes not work when embarked on a transport! It's very possible the morkanaut will be the only way to provide reasonable KFF coverage, with Big Meks not having a large enough base, and the KFF not working from inside a battlewagon.
Thats one way to sell a model.
Its hard to be awesome, when your playing with little plastic men. Welcome to Fantasy 40k
If you think your important, in the great scheme of things. Do the water test.
Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
2014/05/29 00:03:54
Subject: Ork rumours - First post updated 27th May
ceorron wrote: I wouldn't necessarily say it has bad synergy. It is expensive in points but it will be a bullet magnet which should keep the heat off the boys if nothing else.
Why would anyone shoot at it?
I've seen people win games by simply ignoring models that are too tough to kill, models like the (old style) Monolith, Knight, Wraithknight... and all of those have a much higher damage output than the Gorkanaut. There's really no reason to shoot a Gorkanaut, it's not a threat to anything. Just stick a Land Speeder behind it on the last turn to contest the objective it's sitting on, done.
that's what my opponent said he'll do. His view was that if I'm going to spend 300 points on that Morkanaut, it will mean only 1200 points on the units which CAN threaten him, so he'll keep mobile, and use his increased range to shoot the rest.
2014/05/29 01:34:54
Subject: Re:Ork rumours - First post updated 27th May
It's not even like the Morkaunt is particularly scary in CC either. There are a ton of things that will deal with it: meltas, multimeltas, dreadnaughts, dreadnaughts with multimeltas. A wraithknight would hunt them down and rip them apart. Hell, a tac squad with a meltabomb sarg could tie it up for a long while and have a reasonable chance at dropping it (about a 50% of getting an explodes result before the squad is wiped). The Morkanaut will only drop ~2 MEQ a turn while the sarg goes to work.
For the cost of a single Morkanaut with the upgrades and 5 burnaboys\meks inside, you could take 9 killa kans or 4 deffdreads and still have points to spare, and both of those choices would mop the floor with the morkanaut.
2014/05/29 01:54:57
Subject: Ork rumours - First post updated 27th May
Heres a thought, might be a little out there. But what if the KFF carries the invun into the assault. Big nerf for getting shot at, huge buff for the assault. When you are piled in that's a hell of a lot of boyz in a 12" circle.
I don't see this happening but a mek can dream right?
This message was edited 2 times. Last update was at 2014/05/29 01:59:37
2014/05/29 02:51:38
Subject: Re:Ork rumours - First post updated 27th May
Due to the gorkamorkanaut's stats and point costs, it seems unlikely that the deffdread and killa kans are going to get any notable changes to improve their viability, as that would only make the new walker that much more overcosted.
2014/05/29 03:16:44
Subject: Ork rumours - First post updated 27th May
koolaid64 wrote: Heres a thought, might be a little out there. But what if the KFF carries the invun into the assault. Big nerf for getting shot at, huge buff for the assault. When you are piled in that's a hell of a lot of boyz in a 12" circle.
I don't see this happening but a mek can dream right?
I was thinking about that too, but id rather they make it work with units like in the current codex. Not that its one or the other of course 5++ in assault would be pretty neat though!
Part of me thinks they give us excessive ap3 to 6 because we are initiatve 2 and should be swinging about an unwieldy weapon for all our armored problems... an identity.. orkz have it.. why do we need to be firing melta at bs2?
Da umies get I4 let them blowup a landy at range.. we have to trim numbers before CC so ww can get lopsided ld checks in our favor.
I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works.
2014/05/29 05:22:40
Subject: Ork rumours - First post updated 27th May
MechanicusOmnisWrex wrote: Buggies and their variants are great, I've had lots of fun with them and there are a lot of sneaky tactics to be employed.
As to where this will be true come the release of the new book we can only speculate.
However on the basis of that rubbish robot I am concerned about GW's model design team and its relationship to the games development team. both seem to be waaay off what people want.
shame.
again.
that said - I still hold some hope as i know the main man of 40k has a big soft spot for orks.
"TWICE WRONG, INQUISITOR!" -Kairos Fateweaver
Games Workshop knows exactly what the people want. That's the only way they can make money. They're just off what you and I want. You see, the Dreadknight showed them that it doesn't matter how bad it looks, a monster unit sells better than anything else. And every faction gets one. Counting Knights for Imperial forces, the Dark Eldar and debatably Necrons are the only factions left without one, and once they get theirs it'll be interesting to see what the next gimmick is. A big unit for every release is still working so they're not going to fix it. People give their arms and legs just so they only have to paint 1 model instead of many, and they will continue to do so. Just you watch.
2014/05/29 05:35:36
Subject: Ork rumours - First post updated 27th May
MechanicusOmnisWrex wrote: Buggies and their variants are great, I've had lots of fun with them and there are a lot of sneaky tactics to be employed.
As to where this will be true come the release of the new book we can only speculate.
However on the basis of that rubbish robot I am concerned about GW's model design team and its relationship to the games development team. both seem to be waaay off what people want.
shame.
again.
that said - I still hold some hope as i know the main man of 40k has a big soft spot for orks.
"TWICE WRONG, INQUISITOR!" -Kairos Fateweaver
Games Workshop knows exactly what the people want. That's the only way they can make money. They're just off what you and I want. You see, the Dreadknight showed them that it doesn't matter how bad it looks, a monster unit sells better than anything else. And every faction gets one. Counting Knights for Imperial forces, the Dark Eldar and debatably Necrons are the only factions left without one, and once they get theirs it'll be interesting to see what the next gimmick is. A big unit for every release is still working so they're not going to fix it. People give their arms and legs just so they only have to paint 1 model instead of many, and they will continue to do so. Just you watch.
True true
Although, I don't think I'll be buying the Gorkanaut... Personally I think It's really ugly ('dem legs... ) . I'd rather buy a 'Stompa
its also built out of far too few pieces.. where's the cobble together with random gubbins look gone - its too clean and manufactured for my liking.
I don't trust it.
I'll stick wiv my Stompa's, mega dreads n uver proper klanka's thanks.
This! I knew it was something. It looks too smoothly built. Too many curved, fitted pieces. It looks like orks are manufacturing it in a factory as opposed to... whatever they usually do.
2014/05/29 06:06:59
Subject: Ork rumours - First post updated 27th May
I'm trying to put 2 and 2 together ... in WD, Andy Clark mentions the tellyporta as the first example of what OddBoyz can do
as far as I am concerned, this is the first time I heard about tellyporta (started to play in 5th edition)
also, on the side of the same WD page, they mention GT's Waaagh and the fact that something more dreadful is coming
on the other hand, we have a problem with our Boyz, not being able to send them fast enough to assault the ennemy
and the 'Orkanauts are not really solving that issue
on top of that, according to the rumors, we should see a couple of new Big Meks with something like a KFF or like a weapon on the shoulder or on the back (see first page of this thread)
sooooo, doesn't that sound like we could have some Big Mek with tellyporta coming our way?
maybe not the kind of tellyporta that would send the 'Orkanaut accross the table (though we can always dream), but at least one that could send our Boyz mobs right into assault distance
from what the Ork experts have said, there was that Nazdreg but from what I saw, he never had anything in his stats/rules that was related to tellyporta
the only reference that I found was in the Apocalypse book, with a tellyporta building
what do you think?
pure fantasy or plausible reality?
nflagey wrote: I'm trying to put 2 and 2 together ... in WD, Andy Clark mentions the tellyporta as the first example of what OddBoyz can do
as far as I am concerned, this is the first time I heard about tellyporta (started to play in 5th edition)
also, on the side of the same WD page, they mention GT's Waaagh and the fact that something more dreadful is coming
Read your codex. Page 23, teleportation mentioned there. It was referenced in the old Storm of Vengeance campaign pack too. Can't remember where else it may have been mentioned.
There is definitely some form of Mega armoured Ork ccoming, with some kind of shoulder mounted... thing. Who know what that could be. As the person that leaked it said; it could be a SAG, which might explain the SAG Mek model no longer being available. If it is some form of tellyporta tek I imagine it will just allow for deep strikes, though some form of a slightly more controlled version of 'Ere we go would be great.
This message was edited 1 time. Last update was at 2014/05/29 09:13:49
2014/05/29 09:48:23
Subject: Ork rumours - First post updated 27th May
nflagey wrote: I'm trying to put 2 and 2 together ... in WD, Andy Clark mentions the tellyporta as the first example of what OddBoyz can do
as far as I am concerned, this is the first time I heard about tellyporta (started to play in 5th edition)
also, on the side of the same WD page, they mention GT's Waaagh and the fact that something more dreadful is coming
Read your codex. Page 23, teleportation mentioned there. It was referenced in the old Storm of Vengeance campaign pack too. Can't remember where else it may have been mentioned.
There is definitely some form of Mega armoured Ork ccoming, with some kind of shoulder mounted... thing. Who know what that could be. As the person that leaked it said; it could be a SAG, which might explain the SAG Mek model no longer being available. If it is some form of tellyporta tek I imagine it will just allow for deep strikes, though some form of a slightly more controlled version of 'Ere we go would be great.
We can but dream.
Its hard to be awesome, when your playing with little plastic men. Welcome to Fantasy 40k
If you think your important, in the great scheme of things. Do the water test.
Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
2014/05/29 10:17:43
Subject: Ork rumours - First post updated 27th May
nflagey wrote: I'm trying to put 2 and 2 together ... in WD, Andy Clark mentions the tellyporta as the first example of what OddBoyz can do
as far as I am concerned, this is the first time I heard about tellyporta (started to play in 5th edition)
also, on the side of the same WD page, they mention GT's Waaagh and the fact that something more dreadful is coming
on the other hand, we have a problem with our Boyz, not being able to send them fast enough to assault the ennemy
and the 'Orkanauts are not really solving that issue
The thing is (and I know people are going to strongly deny this, not without justifiable cause) Orks, despite -a lot- of evidence to the contrary, are not an Assault army.
They might have been designed that way, they might've acted that way in previous editions, and hell you might be able to win with an assault list now, but that doesn't make them an Assault army in this edition of the game.
They're an army with a large amount of moderate-strength inaccurate firepower, with a decent counter-assault ability.
What this means is anyone who tries to get all his Ork units into close combat as fast as possible is gonna have a bad time. There's just not enough within the codex to make that approach workable. I highly doubt this will change with the new book, since they'd have to institute wide-ranging and rulebook-countering special rules. Stuff like negating overwatch, increasing charge distances to reliable levels, allowing assault from reserves/deep strike and after getting out of -any- vehicle. There's no way they'd put even half of that in there.
6th and 7th edition are Shooting editions, that by necessity make -all- codexes released within their reign Shooting codexes by default.
Viewing the Morka/Gorkanaut from that perspective, it starts to make more sense. It's not supposed to let CC units walk up relatively unharmed and jump out to start the krumpin', it's designed to be the rock-hard centrepiece of a battleline with a small unit within helping it to keep standing. The clincher will be how the KFF rules work, if it grants a 5+ invuln to UNITS within 6", I'll buy one or two. If it's just models? Maybe one, and that's a big maybe.
I guess what I'm trying to say here, if indeed I'm saying anything at all and not rambling ad nauseum, is this: none of us, as painful as it may be, should try to view the new codex as one which will make Assault viable again. It won't, I guarantee you. So what we need to do is moderate our expectations and predictions around that tenet. If GW have any sense, they'll give us more shooting options, particularly in the realms of dealing with armour and high-toughness at range. I don't even need it to be that reliable on a per-model basis, just make it cheap enough to bring a whole bunch. Lootas aren't that reliable really, but you cram 15 of them into a unit and suddenly they become pretty darn useful.
But, regardless of the outcome, I -will- buy the overpriced limited edition Ork codex, because these green fungoid soccer hooligans have always had a special place in the shard of flint I call a heart. They got me through high school, they got me through bad breakups, and nothing will ever stop me playing them.
2014/05/29 11:05:49
Subject: Ork rumours - First post updated 27th May
Dr. Delorean wrote: The thing is (and I know people are going to strongly deny this, not without justifiable cause) Orks, despite -a lot- of evidence to the contrary, are not an Assault army.
They might have been designed that way, they might've acted that way in previous editions, and hell you might be able to win with an assault list now, but that doesn't make them an Assault army in this edition of the game.
I'll go a bit further and say orks were never an 'assault' army. Like Eldar and Space Marines, they could handle close combat, but all the way back to Rogue Trader shooting was an important element of their tactics and background. Their slogan has been 'more dakka!' for a long time. Take a look at 'ere we go or freebooterz and you can see they had a lot more rules and text devoted to guns than close combat.
My biggest fear for orks has always been that one day GW will actually start listening to people on the internet and decide that orks should only be good in close combat.