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![[Post New]](/s/i/i.gif) 2007/10/01 16:39:10
Subject: Ork Codex
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Fresh-Faced New User
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So i was all excited for the new ork codex until i found out it says there's no longer going to be a special 4+ rule for choppas. I've been hearing it from a guy who works for gw and i know a bunch of people (even non-ork players) who are still going to give the choppas the special 4+ rule. What do you think!?!
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This is a message from Pickulz =D |
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![[Post New]](/s/i/i.gif) 2007/10/01 17:19:41
Subject: RE: Ork Codex
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Fresh-Faced New User
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Choppas have a stupid rule so the Studio got rid of them. They don't have any affect on something with a 4+ or worse save, yet they absolutely destroy Terminator armor. O Kay that sounds slowed to me. Don't worry, if you take Ghazghull your Orks will get a free 9.5 inches which you can claim by turn 2. Counting 12 inches of movement and 6 for charge.. well it's alot.
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![[Post New]](/s/i/i.gif) 2007/10/02 01:46:04
Subject: RE: Ork Codex
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Regular Dakkanaut
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The choppa rule was silly in the first place. I'm glad they took the shotgun to it and I'll be damned if some1 brings it back as a zombie. There are plenty of new rules in the orkdex that make them viable without having a silly gimp rule especially for marines.
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If it makes sense, then it's not RAW. |
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![[Post New]](/s/i/i.gif) 2007/10/02 04:45:05
Subject: RE: Ork Codex
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Joined the Military for Authentic Experience
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I agree. I would have liked to see straight S4 boys at the current cost, but S3 boys at the rumoured cost seems fair enough. Choppas are the way of the past. Embrace the shoota. Remember, orks love fighting. Not just close combat.
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![[Post New]](/s/i/i.gif) 2007/10/02 11:46:12
Subject: RE: Ork Codex
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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Sluggaboyz are going down at least 3 points, so for every 2 Sluggaboyz you get 3, with no mobbing up. So more reliance on basic boyz and less reliance on special weapons. We might miss Burnas but I don't think we're going to miss choppas.
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![[Post New]](/s/i/i.gif) 2007/10/08 13:50:42
Subject: RE: Ork Codex
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Fresh-Faced New User
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Miss burnas...wtf?
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This is a message from Pickulz =D |
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![[Post New]](/s/i/i.gif) 2007/10/08 13:51:34
Subject: RE: Ork Codex
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Fresh-Faced New User
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This sounds liek horrible i loved the 4+ rule it helped me massacre in cc now how am i supposed to have the edge!?
And by the way i have small amounts of shoota boys... =( Mostly slugga's
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This is a message from Pickulz =D |
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![[Post New]](/s/i/i.gif) 2007/10/08 16:41:39
Subject: RE: Ork Codex
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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Posted By Blysk on 10/08/2007 6:50 PM Miss burnas...wtf?
According to the best rumors, boyz squads will not be able to take Burnas, only Rokkits and Big Shootas. Only Meks and Burna Boyz can take Burnas now, I think. Boyz, Nobs and Warbosses can't.
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![[Post New]](/s/i/i.gif) 2007/10/09 01:37:45
Subject: RE: Ork Codex
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Fixture of Dakka
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Yea the choppa rule should have been something like adding a 1 point penalty to armor saves. Same ouch vs. standard Marines, a proportional problem for Terminators and at little something vs GEQ. Still, +1 str is the next best thing to that, and it also gives them a chance to hurt light vehicles in combat, which is a nice bonus.
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![[Post New]](/s/i/i.gif) 2007/10/09 19:12:39
Subject: RE: Ork Codex
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Grovelin' Grot
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gw wont change the choppa to an armor modifyer cos it would be taking a step back to 2nd ed so its just easyer to get rid and make boys cheaper
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![[Post New]](/s/i/i.gif) 2007/10/10 00:58:01
Subject: RE: Ork Codex
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Joined the Military for Authentic Experience
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+1 S is statistically the same as -1 save. The 4+ thing was stupid. You can still kick ass in close combat- a third more attacks for the points is waaaaay better than a measly +4 modifier to the save.
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![[Post New]](/s/i/i.gif) 2007/10/10 01:03:36
Subject: RE: Ork Codex
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Joined the Military for Authentic Experience
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Blysk: There will still be ways to win with slugga boys. For example, orks now get to fleet once per game. If you take ghazgkul they also get a free 6" fleet move once per game aswell. Because sluggas are so cheap, you can flood your opponents lines with them easily, moving 6+ D6 on turn one and then 6+6+6 into assault on turn two against advancing opponents or on turn three against stand and shoot. You'll have enough boys to do loads of damage still because you'll be jumping 18" in one go, so your opponent will only get one round of rapid fire. On the charge, you have decent chances of killing marines (+1 S) and so many extra boys that you'll easilly steamroller them. Choppas aren't needed!  Also, if you don't like Ghaz, you can mount the boys in the great new trukks. I know it's not a footslogging horde then, but it is an option if you love your sluggas. I also would point out battlewagons are way better now too. And finally, you could always scrounge some bits and convert your sluggas into stormboys, who are cheaper and better in the new book. Hope this cheers you up a bit!
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![[Post New]](/s/i/i.gif) 2007/10/11 05:17:17
Subject: RE: Ork Codex
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[ADMIN]
Decrepit Dakkanaut
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Blysk:
As I broke it down in the News & Rumors Ork Summary sheet pic thread, point-for-point the new (6 point) Slugga boy is actually BETTER in close combat than the old (9 point) one with a Choppa.
Personally per the fluff I think they should have emphasized the fact that Orks fight more with their strength than with skill I would have made Orks WS3 but give them S4 and 1 attack base. Personally I never understood from a fluff standpoint why Orks would have an Initiative of 2 but somehow get 2 attacks. . .are they quick or are they slow? They certainly don't have any extra arms so there really isn't any reason they should have 2 attacks.
I say WS3, S4, 1Attack slugga boyz with no Choppa (but keeping Furious Charge) for 6 points. That's what I would have done personally but I think the route they went with is a pretty good compromise.
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![[Post New]](/s/i/i.gif) 2007/10/11 06:17:02
Subject: RE: Ork Codex
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Executing Exarch
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Well yak, the I/A issue is a problem fundamental to 40k. Logically, no model should have more attacks than another model which has a higher initiative. Orks having low I, but 2 attacks makes sense in the system already set up.
On another note, there's no real reason to gain an attack from using two CCWs, either; I imagine most people who aren't specially trained to fight that way (and please, an IG Sergeant certainly is not) would lose an attack instead. . . .
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Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time. |
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![[Post New]](/s/i/i.gif) 2007/10/11 14:16:56
Subject: RE: Ork Codex
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Battlefortress Driver with Krusha Wheel
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Posted By yakface on 10/11/2007 10:17 AM Blysk: As I broke it down in the News & Rumors Ork Summary sheet pic thread, point-for-point the new (6 point) Slugga boy is actually BETTER in close combat than the old (9 point) one with a Choppa. Personally per the fluff I think they should have emphasized the fact that Orks fight more with their strength than with skill I would have made Orks WS3 but give them S4 and 1 attack base. Personally I never understood from a fluff standpoint why Orks would have an Initiative of 2 but somehow get 2 attacks. . .are they quick or are they slow? They certainly don't have any extra arms so there really isn't any reason they should have 2 attacks. I say WS3, S4, 1Attack slugga boyz with no Choppa (but keeping Furious Charge) for 6 points. That's what I would have done personally but I think the route they went with is a pretty good compromise. The way I have always looked at it, they get there extra attack from a bezerker style of fighting. Where a trained swordsman would block blows and attack when an opening shows, they completely ignore defense for all out offense. It also makes sense why there armor save is so low because of this. So where a human would block a chain axe about to connect to his shoulder and strike when opportunity arose, an ork would use the extra time that axe was stuck in his shoulder to chop the umie wut put it there.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2007/10/13 18:01:40
Subject: RE: Ork Codex
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Fresh-Faced New User
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the old choppa rule was either good, too good or worthless. i think that +1 str is gunna be all around better for any army that should have str 4 anyways. the biggest thing that sucks tho is that if its the age of the shotta its sad for all the people who are choppa crazy.... but on the upside new lists and new battles insted of the norm now ( although there is now limit to the diff amout of ork rosters you see) and look at the bright side the orks get an update and new models!!!! that new trukk is sweet!!!
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![[Post New]](/s/i/i.gif) 2007/10/16 14:41:13
Subject: RE: Ork Codex
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Fresh-Faced New User
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Confusing...and no, i'm not taking Ghazgkull. I took his power claw for my warboss, but no, i'm no a Goff army. And what do you mean, to fleet? I'm also having trouble hitting with sluggas and shootas, since we hit on a 5+...Very difficult. Thanks guys, i'm understanding a lil bit more.
Oh, and by the way, if warbosses can't have burnas, can they still have kombi shoota/burnas?
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This is a message from Pickulz =D |
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![[Post New]](/s/i/i.gif) 2007/10/16 14:45:37
Subject: RE: Ork Codex
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Fresh-Faced New User
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Sorry, didn't realize there was 2 pages. Wellll....It's gunna take some adjusting, but i think i'll pull it back together. I'm converting more of my boyz into shoota boyz with bayonets. I never realized that 2 attacks meant in combat, i thought it was one attack with a cc weapon and one with a slugga. I'll have to write that down somewhere. What also disappoints me is that the Waaagh power only doubles our initiative to 4, which, isn't very high, right?
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This is a message from Pickulz =D |
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