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Made in us
Krazed Killa Kan






South NJ/Philly

The other day after talking about how 5th ed could completely remove Eldar as a top tier army because of the skimmer nerf, it got me thinking about how just one little rule change could drastically alter an army.

And then I thought about Orks, especially as I stare down the prospect of buying, building, and painting 100+ shootas.

So here's my question to ye wise sages of Dakka: If the Kustom Force Field is ruled in a FAQ to not "balloon" to give the cover save to all units who have a model within 6" of the Mek, does the horde of Orks marching forward fall apart as a competitive army?

Going on this, I was going to send an email to the design team (hah) with this and a few other "key" Ork questions (PK Nob in shootas, Turbo Scout Dethkoptas, etc), not expecting it to get a real FAQ, but just to kind of feel like I sent something along. But I will also send this also the very responsive and exceptional US Event Team to see what the ruling will be for the tournaments in 2008, which is what is really the crux of the matter.

I just wanted some opinions on the idea of "what would Orks run if the KFF didn't Balloon?". Does this automatically switch us to Sluggas in Trukks, or are we looking at just running out there with our 6+ saves and relying on the numbers more than anything to save us?

   
Made in ca
Decrepit Dakkanaut





Apparently an errata on the German GW says that the Kustom Force Field should read "all units with a model within 6 inches" rather than "all units within 6 inches".
   
Made in us
Tunneling Trygon





I don't think a FAQ nerfing the KFF would hurt foot Orks at all. Honestly, I don't think a KFF is at all necessary for foot Orks.

A KFF Mek costs 85 points. That's over 14 boyz worth. Is it going to save you that many? I don't really think the 5+ save is worth it.



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http://jackhammer40k.blogspot.com/ 
   
Made in ca
Decrepit Dakkanaut





Killing them before they kill you is usually more effective.
   
Made in us
Regular Dakkanaut




Flower Mound Texas

Lets see what you have to say after you get hit buy guided war walkers with scatterlasers

I agree though boy don't need the force field. Especially if your fighting an anti meq army.

All out of witty one-liners. 
   
Made in us
Longtime Dakkanaut




The original post gave me another idea. How 5th edition changes would affect other armies such as Orks in other ways. Take the skimmer nerf as an example. If the Eldar players drop their skimmers and go more to foot, this wold match up better against Ork Hordes than if they stayed in skimmers. Even 20 naked guardians, backed up with guide and doom, will spell disaster for an Ork unit. More Dire Avengers, more Dark reapers all of these units will do far more damage against an Ork horde list that any skimmer list would. 5th edition changes might do more to hurt Ork armies than any codex changes in the future. (in hurt I don't mean make non-competitive)
   
Made in us
Rampaging Carnifex





Warpheads. A 1/3 chance per guy of getting an extra 1d6 move for your entire army every turn 4tw.

   
Made in us
Manhunter




Eastern PA

there might be alot of doubt about the usefulness of a KFF mek, but i ran him 3 games in a row and he has saved alot of my orks, as well as my dredbash.

There ain't nearly enough Salvage in this thread!

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Catyrpelius wrote:War Machine is broken to the point of being balanced.

sourclams wrote:I play Warmahordes. It's simply a better game.


 
   
Made in fi
Jervis Johnson






Longshot wrote:Warpheads. A 1/3 chance per guy of getting an extra 1d6 move for your entire army every turn 4tw.

Irrelevant or even completely useless, and certainly not as useful as having Big Meks. To me it seems this thread is 5th edition speculation, and considering that according to the rumours the entire army can run 1D6 each turn fleet isn't all that special anymore. The only difference between fleet and run will be that you can't assault or shoot after you run, and that you can't run if you have enemies within 12", and people don't want to come within 12" of Orks unless they want to serve as speed bumps. Orks can fleet on that crucial turn they charge with or without Warpheads.

The other day after talking about how 5th ed could completely remove Eldar as a top tier army because of the skimmer nerf

We haven't heard the whole story about that yet. Just think about it for a second. What we know is that skimmers moving fast will count as obscured. What we don't know is what obscured even means in the new game. For example, 'hull down' in 3rd edition meant that you can suffer only glancing hits. Additionally, we know that the two damage tables are being merged and that vehicles will be more resilient to damage than before. We also know that vehicles can ram, and I would guess that the ram rule either includes tank shock or the tank shock rule is being reworked in other ways. So, we can speculate wildly to any direction. There's plenty of other possible outcomes that might render the Ork horde uncompetitive than an Ork FAQ.

And then I thought about Orks, especially as I stare down the prospect of buying, building, and painting 100+ shootas.

I think noone should buy, build and paint 180 Shoota Boyz unless they are absolutely sure that they'll enjoy pushing that horde forward for the next couple years. If your decision relies on Orks being brokenly powerful in the new edition I might remind you that people don't have any toy soldier army loyalities. If Orks are broken good, you won't be the only one playing them and you better start figuring out mirror match strategies. All the guys who you used to dislike for playing broken armies will still be playing broken armies, and nothing will change. My advice to you is to paint models you like to paint and play armies you like to play.

This message was edited 3 times. Last update was at 2008/01/14 01:36:25


 
   
Made in us
Battlefortress Driver with Krusha Wheel






If you only find that setup of the orks fun then I wouldnt bother. BUT if you are like me and see the super fun posabilities of running an all foot slogging horde one day, then spead freaks, then canzilla, then deff wing with lots of wagons, then shooty army from hell, then a nice mixed fun army, they are for you. The best thing hands down about orks-its like playing all the other specialty armies (although weaker versions) whenever you feel like changing your army roster around.

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
 
   
Made in us
[MOD]
Madrak Ironhide







Would movement trays alleviate some of the pains of a
180 ork army?

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"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Krazed Killa Kan






South NJ/Philly

Therion wrote:The other day after talking about how 5th ed could completely remove Eldar as a top tier army because of the skimmer nerf

We haven't heard the whole story about that yet. Just think about it for a second. What we know is that skimmers moving fast will count as obscured. What we don't know is what obscured even means in the new game. For example, 'hull down' in 3rd edition meant that you can suffer only glancing hits. Additionally, we know that the two damage tables are being merged and that vehicles will be more resilient to damage than before. We also know that vehicles can ram, and I would guess that the ram rule either includes tank shock or the tank shock rule is being reworked in other ways. So, we can speculate wildly to any direction. There's plenty of other possible outcomes that might render the Ork horde uncompetitive than an Ork FAQ.


It was more conjecture and just based on the idea that they will probably nerf skimmers as they're universally perceived as "too good". I was stating it more as a pretense of what got me thinking in this line anyway.

Therion wrote:
And then I thought about Orks, especially as I stare down the prospect of buying, building, and painting 100+ shootas.

I think noone should buy, build and paint 180 Shoota Boyz unless they are absolutely sure that they'll enjoy pushing that horde forward for the next couple years. If your decision relies on Orks being brokenly powerful in the new edition I might remind you that people don't have any toy soldier army loyalities. If Orks are broken good, you won't be the only one playing them and you better start figuring out mirror match strategies. All the guys who you used to dislike for playing broken armies will still be playing broken armies, and nothing will change. My advice to you is to paint models you like to paint and play armies you like to play.


I'm just re-evaluating a lot of stuff for 40k. Buying a ton of Orks to supplement my already large army (which admittedly is all based on the previous codex and is thus CC focused). Personally, as I play more and more, I'm starting to enjoy Fantasy for tournaments and 40k more for hanging around with friends, drinking beer, and just playing for S&G's to be honest.

I've been proxying my Sluuga hordes as the shoota lists I've been posting, and I'm already not too keen on using it for "fun games". Couple this with the fact that I just started Ogres in fantasy, my Bathroom just broke and is screaming to be remodeled, and all of a sudden I'm thinking that building up a super competitive Ork army isn't the best thing to do right now.

This message was edited 1 time. Last update was at 2008/01/14 15:37:18


 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Longshot wrote:Warpheads. A 1/3 chance per guy of getting an extra 1d6 move for your entire army every turn 4tw.



I am not impressed with Warpheads at all. They should have been an elite choice, and cheaper too. Then you could afford to have one on the side rather than as your army leader.

The Waaargh! power should be read as: "2/3 chance of not getting an extra d6 move leaving your army stranded at the fringe of double tap range." If you want a Warphead give him a squad and just see what happens. Expect him to do something random each turn, even with the reroll to help. If you Waaargh! so much the better, but plan in not doing so.

Sure the warphead is Fearless in his large mob, and has an effective Ld10 for casting, but Eldar runes and others can easily stall your waaargh! even if you are lucky enough to get it.

In a nutshell unless you like what else a Warphead can do, and consider it worth one less Warbos or Big Mek dont bother.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

The warphead is a pretty big points sink and at the end of the day, he's unreliable as hell. I'd rather have a biker boss who's assured of doing damage. I've tried the Warphead twice, and he's dissapointed me both times. I especially don't like being forced to deepstrike.

On the original question: This sort of thinking is what's making me run trukks and sluggas as my tourney style list and then just get a bunch of models I like for friendly games. Say hello to my newly painted Meganobs. They may suck, but boy are they pretty.

   
 
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