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![[Post New]](/s/i/i.gif) 2009/06/18 17:32:41
Subject: orks got done bad
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Storm Trooper with Maglight
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so i didnt start playing 40k until this year and with the newest codex for the orks but i got the old codex from a coworker of mine i did a little compareison between them and the only benifit is that in the new dex the orks are cheaper but in the old dex they had all kinds of nasty special rules so as a new player i was worndering what some vetran players thought about it
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![[Post New]](/s/i/i.gif) 2009/06/18 17:41:22
Subject: Re:orks got done bad
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Longtime Dakkanaut
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Orks are pretty bad ass almost all the way around, in my opinion. Lots of options and some really tough, versatile units, Nobs especially, that, while expensive, can be either Troops or Elites. Their only real weakness is in anti-armor ranged attacks. I'm loving them and I can vary my lists greatly as I try different things. I can't speak for 3rd or 4th Edition rules but remember a Codex is also how it plays within the rules and its subtleties as a whole. I like 'em and I'm having fun with them. I have let my Ork army down more than they have let me down, if you get my meaning.
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This message was edited 1 time. Last update was at 2009/06/18 17:42:31
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![[Post New]](/s/i/i.gif) 2009/06/18 17:46:56
Subject: orks got done bad
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Storm Trooper with Maglight
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i agree i love playing my orks as well close combats all gthe way with grots up front popin shots im just saying that the took a lot of armor things from the orks that gave them better saves and what not i guess it seems like they got nerfed a little
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![[Post New]](/s/i/i.gif) 2009/06/18 17:49:37
Subject: orks got done bad
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Longtime Dakkanaut
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Yeah, I can't speak for the old codex or rules editions (3rd, 4th) versus the new one, sorry. My last experience before 5th Ed. with playing Orks was 2nd Edition.
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This message was edited 1 time. Last update was at 2009/06/18 17:50:06
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![[Post New]](/s/i/i.gif) 2009/06/04 15:55:24
Subject: orks got done bad
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Storm Trooper with Maglight
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where they good then cuz they are now hey do you run lotta or no
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![[Post New]](/s/i/i.gif) 2009/06/18 17:56:12
Subject: orks got done bad
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Longtime Dakkanaut
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2nd Edition Orks sucked, in my opinion. Well, maybe not the Orks but 2nd Edition sucked as a whole.
lotta? I'm sorry I don't understand.
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![[Post New]](/s/i/i.gif) 2009/06/18 17:58:24
Subject: orks got done bad
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[DCM]
Sentient OverBear
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Capitalize.
Punctuate.
Spell-check.
Read these rules.
Also, click on Rule #1 in my sig.
Thank you.
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DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++
Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k. Rule #1 - BBAP
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![[Post New]](/s/i/i.gif) 2009/06/18 18:08:07
Subject: orks got done bad
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Storm Trooper with Maglight
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I spelled it wrong the word i meant to say was lootas. Do you ran those in your army
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This message was edited 1 time. Last update was at 2009/06/18 18:08:30
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![[Post New]](/s/i/i.gif) 2009/06/18 18:16:36
Subject: Re:orks got done bad
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Longtime Dakkanaut
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Ah! Actually, not yet. I haven't assembled my models yet. But I have been told that they are very effective when maxed out at 15. Which is true of just about any shooting Ork unit due to their horrible Ballistic Skill. Still, not the answer for very heavy armor (Leman Russ'/Land Raiders). With a combination of the terrible BS and Mob Rules Orks are kind of set-up to run in big units, for the most part.
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This message was edited 2 times. Last update was at 2009/06/18 18:18:27
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![[Post New]](/s/i/i.gif) 2009/06/18 18:19:55
Subject: orks got done bad
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Longtime Dakkanaut
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Orks got cheaper. They traded a bunch of special rules from the 3rd Edition codex for Universal Special Rules out of the 40k Rulebook.
They basically traded:
Waagh! (or whatever it was called that gave them double init on a charge if 2d6<# Boyz) for Furious Charge
Mob Check for being Fearless above 10 models, and using the # boyz for leadership if 8 to 10 in size.
Grotz lost the 'give a cover save' rule for the Fifth Edition 'everyone screens and provides cover saves' rules.
The most recent codex is much better than the third edition and has a bigger variety of decent builds.
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In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer |
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![[Post New]](/s/i/i.gif) 2009/06/18 19:07:54
Subject: orks got done bad
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Manhunter
Eastern PA
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i lamented about the book for a long time. as a veteran ork player i miss a few things, but i remember talkin to a good friend about what i would like to see in the new ork codex before it came out. my main concern was:
1. T5 warboss
2. make shootas playable
3. str 4 on the charge
i got all the things i was after.
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![[Post New]](/s/i/i.gif) 2009/06/18 22:45:52
Subject: Re:orks got done bad
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Resentful Grot With a Plan
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Run rule!
Troop transports in my Codex!
Feel No Pain Nobz!
Shock Attack Gun!
BS3 Killer Kans!
Assult 2 Shootas!
Furious Charge!
5 edition is like Christmas for Orks!
Only real negative I think was that Bikes lost the big shoota for the dakka gun.
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This message was edited 3 times. Last update was at 2009/06/18 22:48:37
6900 and still going
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![[Post New]](/s/i/i.gif) 2009/06/18 23:22:53
Subject: Re:orks got done bad
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Umber Guard
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There is a lot of stream-lining going on with rules since shortly before 5th edition's release.
From what I've seen at my local GW store there seems to be a gathering WAAAAAGH with the amount of biker and trukk based Ork hordes I've observed. I'd have to have a good sit down with the new codex, but with the recent upswing in players I'm sure they've still got some good dakka.
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Your side is always the "will of the people" the other side is always fundamentalist, extremist, hatemongers, racists, anti- semitic nazies with questionable education and more questionable hygiene. American politics 101.
-SGT Scruffy
~10,000 pts (Retired)
Protectorate of Menoth 75pts (and Growing) |
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![[Post New]](/s/i/i.gif) 2009/06/19 01:53:47
Subject: Re:orks got done bad
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Humming Great Unclean One of Nurgle
Georgia,just outside Atlanta
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Globzog wrote:Run rule!
Troop transports in my Codex!
Feel No Pain Nobz!
Shock Attack Gun!
BS3 Killer Kans!
Assult 2 Shootas!
Furious Charge!
5 edition is like Christmas for Orks!
Only real negative I think was that Bikes lost the big shoota for the dakka gun.
I belive the loss of choppaz forcing a 4+ save on any model with a 3+ or better save was a bigger loss than bikes loosing big shootaz,but that's just my opinion.
Basicly,I like the new codex,sure we lost some stuff,but most of the things that were lost have some variation in the new dex.
Now the Chaos codex...Damn,just Damn!
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"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.
 I am Red/Black Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent. |
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![[Post New]](/s/i/i.gif) 2009/06/19 03:11:46
Subject: Re:orks got done bad
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Orks are immensely powerful; if you read through the army list section of the boards you can find a lot of insight on different things people do playing Orks that make them awesome. My ork list has run 54 wins, 1 loss, 1 draw thus far. My draw was to Nidzillas (for which I've now compensated) and my loss was to mechanized eldar in a killpoint mission in which they kept away from me and sniped at me for killpoints. I've also compensated for that (I think).
Orks can be anything you want them to be, and they can do it better than any other army.
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![[Post New]](/s/i/i.gif) 2009/06/19 04:24:42
Subject: Re:orks got done bad
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Longtime Dakkanaut
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Globzog wrote:
Only real negative I think was that Bikes lost the big shoota for the dakka gun.
Is there a difference? The old bikes had Big Shootas, but with their range capped down to 18 (which IIRC is essentially what the dakka guns are).
Jack
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The rules:
1) Style over Substance.
2) Attitude is Everything.
3) Always take it to the Edge.
4) Break the Rules. |
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![[Post New]](/s/i/i.gif) 2009/06/19 15:47:33
Subject: orks got done bad
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Storm Trooper with Maglight
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So in general all the vets on here agree the new Codex is better or at least comperable to the older ones. So thank you all for your input.
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![[Post New]](/s/i/i.gif) 2009/06/19 15:58:56
Subject: orks got done bad
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Lead-Footed Trukkboy Driver
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I never played 3rd or 4th ed. Orks, but 5th Ed they seem pretty good.
You do have to remember that shovelling your boys off the table 10 at a time is NOT A PROBLEM!
Horde-Orks work well - no matter how much your foes kill, there will be plenty left!
Mechanised works good - trukks or wagons full of boyz zooOOooming into CC before they can be gunned down!
Bikes, deffkoptas and buggies provide fast support.
Nobs (footsloggers or bikes) are a Massive Hammer to put the smack-down on ya foes!
Meks with KFF or SAG are always fun
If you really wan to do gun-line, kans, SAG, shoota-boyz, Lootas, Boomgunz ...
Orks can do anything!
A very versatile and strong codex.
So long as you dont' mind shovelling boyz off the table 10 at a time
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This message was edited 1 time. Last update was at 2009/06/19 15:59:44
I refuse to enter a battle of wits with an unarmed opponent. |
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![[Post New]](/s/i/i.gif) 2009/06/19 15:59:13
Subject: orks got done bad
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Ork Boy Hangin' off a Trukk
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I've played orks since 2nd edition, and I believe that the new codex is heads and tails above anything previously published.
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" It's good ta be green! |
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![[Post New]](/s/i/i.gif) 2009/06/19 16:10:14
Subject: orks got done bad
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Storm Trooper with Maglight
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I dont mind putting alot of boys on the table basic boys i have over 100 and field them always. And its only at a cost of 830 points leaving me with ample points to spend with my hq and elites in a 1500 point game i mostly footslog
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![[Post New]](/s/i/i.gif) 2009/06/19 16:14:32
Subject: orks got done bad
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[ARTICLE MOD]
Fixture of Dakka
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I disagree.
I think that while the orks gained some things, they lost a decent amount too.
I used to play speed freak orks, and the viability of that approach has gone down significantly. It's not all the ork codex, but 5th rules as well. Our trukks lost 6" of movement, for example.
Things lost:
The ability to take one burna in a squad, and for it to get extra pen versus vehicles. Seemingly minor, but for a trukk-mounted assault unit, this was pretty useful.
Tankbustas lost their tankhunter special rule, meaning that your best anti-tank unit is capped with S8 and unable to get pens on AV14 vehicles at range.
Your best anti-tank gun, the zzap gun, also lost it's 2d6 pen vs. vehicles and, in combination with the above, the army has lost all effectiveness versus heavy tanks, especially those that move.
Furious charge is a nice addition, but I preferred the old waaagh rule and choppas to the new furious charge. Now, even with the charge, orks swing after marines. Against any sort of assaultish marines, this dooms the orks from the start. It used to be that a similarly-costed unit of slugga orks could get the charge on a templar unit and beat it. Now, the boyz lose most of their number before they swing, and the rest to combat res.
Which brings up the morale issue. Orks lose a lot to combat res because they're fearless, instead of getting a mob-size check. And, because their only Ld effect is based on squad size, small units of orks are really not playable - which directly impacts the speed-freak approach. Ork bikers used to be fearless - so you could run a unit of 3-4 bikes without them running off the table when they took one casualty.
Stuff like this all adds up. New orks, while people claim there are more builds, I don't really know. There are a lot of non-viable units in the new ork codex. Under the old codex/Speed Freak list, I had a use for every unit. In the adepticon gladiator in 2007, my speed freaks literally had one of every possible unit type, with the sole exception being that I couldn't take a third hq.
Now, it's all about the horde, lootas, nob bikers, and battlewagon. The basic boy got worse, but costs less. This is ok if you can run more of them, but if they're in trukks, you're limited by the capacity of the trukk, and the amount of power you can bring to bear per trukk is actually reduced.
So, for me, while I can make the new codex work (sort of, it's still pretty much an auto-loss against any land-raider based army, and it seems that every new codex has another pie-plate-that-ignores-cover option), I don't find it as much fun as the old one. I plod my footsloggers around instead of cruising bikers (not-nobs) and trukks around.
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