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Made in us
Nurgle Veteran Marine with the Flu




Southern California

this thread is making me VERY optimistic and cant wait to play my first game..

after read the mob rule, but not getting to play it.. I dont understand how people say its a nerf to large mobs. It looks like a good thing for bigger mobs.

Having ten or more mdoels means you dont run.. thats a huge NERF to trukk boyz as you will most likely lose 3 models to the trukk exploding.. but large 30 man blobs will most of the time have 10 models unless you just keep getting pummeled by shootingm

then the third option is running unless you dont have a chacter.. which places even more emphasis on having a painboy, mek , warboss or big mek in the squad, and not running behind/aside it.

either way you lose a couple lads and stay stuck in or keep sloggin towards the front lines.. how is this a bad thing??
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Its a nerf to large mobs because a roll of 1 outside combat you fail and flee/are pinned. Also mob rule excludes Leadership tests, so things that force a Leadership test (note: not a morale check or pinning as those are specific Leadership tests not a general rule) we dont get mob rule help. Before, we were immune to just about all of them because of fearless but on the same note our non-boyz units basically didnt get the rule.

Odds are, worse case scenario you need to take 3 t-shirt saves. Big deal lol. Yes you CAN have more than that but D6 will be 2-4 hits and a 50% wound chance means basically half of what that D6 result was is how many saves you need. Big deal.

I just really, really wish they either buffed our leadership to 8 or made mob rule work against any leadership test. Few times ive had to deal with one, its been devastating. Nothing pisses me off more than ~28 boyz fighting at WS1 because they failed a damn fear check.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Vineheart01 wrote:
i seriously dont care about winning, i care about having a fun game. previous dex orks pissed me off in 6th because if i ran bikernobz i was a competitive list since they were so strong, if i didnt then i rarely lasted more than 3 turns because the very core of the damn game counters ork playstyle.
I have been tabled once in about 13 games with new orks, and that i would contribute to one of those 'Dice Gods Hate Me" games since i literally failed every single thing that meant anything lol. The rest were either close games, or i obliterated my opponent (which isnt fun for me either actually).

Weirdboys can pull off some pretty funny crap. my 3rd game using him i got Da Krunch and Killbolt. I got so freakin lucky with the dice rolls...i punched a landraider to death with Da Krunch alone and zapped a termie squad with killbolt lol. Insanely unlikely to do that but GOD it was awesome rofl


Exalted this post. This exactly reflects my opinion of the codex. Orks play like orks again, that's all that matters to me. I have tabled a screamer star/daemon factory turn 3 as well, so I'm not exactly unimpressed by its power either.

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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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 au
Trigger-Happy Baal Predator Pilot






Sydney South West

Honestly, I thought the orks were made a little less orky in the new dex, just i found that they lost a lot of the tables that if you rolled well something great happened and if you rolled bad something hilarious happened anyway making it worthwhile, I suppose the one qualm I have with the new dex is that there's less of those extravagant tables (SAG and ramshackle for instance)
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 blood guard26 wrote:
Honestly, I thought the orks were made a little less orky in the new dex, just i found that they lost a lot of the tables that if you rolled well something great happened and if you rolled bad something hilarious happened anyway making it worthwhile, I suppose the one qualm I have with the new dex is that there's less of those extravagant tables (SAG and ramshackle for instance)


What exactly made the SAG less orky?

The only two random things "lost" are ramshackle and the weirdboy table. I do mourn the ramshackle table, but most people miss it for the S3 explosion (which was a relic of the past anyways) rather than chance of flying in a random direction. The weirdboy got a lot more playable in turn, and you can't get any more orky than than Da Krunch. You also got the the smasha, the bubblechucka, Killa-Dakka relic that randomly beheads opponents, a shoota that might shoot your own boyz, a detachment that allows you to deep strike random units. There is a lot more of ork-randomness in the new codex than in the old. They only thing that has changes is that most random tables no longer completely screw you over when you roll bad, which actually is not anything that you should be missing.

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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I was actually hoping they'd make the Ramshackle a bit of a last-ditch peddle-to-the-metal type thing. Say if you rolled a Kareen! result you were allowed to pivot 45degrees of your current facing and drive off 2D6, tankshocking or ramming anything friend or foe in the process before exploding. Always found it odd it never tankshocked anything.

What they did to it was just....dumb. I'd rather just not even have it then have more dice that odds are wont mean anything to keep rolling for. I think ive had it succeed once in 13-14 games of two MANz missiles, and it got glanced to death in the same volley anyway.
If they wanted it to remove pens to glances, it should have been better than a freakin 6+ to make the roll worth my damn time.

I for one am glad the weirdboy table is gone. I liked it because it was funny but i hated it because the spells were so diversified and weird that i couldnt effectively use them unless the stars aligned and i got the spell i was hoping for. Now, its still "random" but i roll once (or twice) and keep those spells. Now i can actually USE the damn guy lol.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Crazed Spirit of the Defiler






I've played 4 game so far with the new codex in 7th edition. I hadnt touch them since the very beginning of 6th edition (nothing really linked to the Ork, more because I was molested by a Tau player every friday for 1month or 2 lol).

I have to say that I really like them now! Not sure if it's because of the opponents I have been facing, the new codex or just 7th edition. It just finally felt like I was standing a chance against whoever I was playing agaisnt (Tyrannid, Eldar, Chaos and Space Wolf).

What change seemed the most useful? I would say:
-'Ere we go is awesome sauce.
-The new (old i heard) Waaagh is pretty useful (If I remember to use it...)
-Mob rule for small trukk boyz squad. Really. I know people are saying stuff and stuff about it. It's just that if you charge a squad of, let's say, Grey Hunters. They counter-attack, kill a bunch of dude. Your turn: Nob with PK go to town. End result: he kill 5-6 'Ard Slugga, you kill 3-4 Space Marine. Without the new mob rule: you run, and prolly get sweep. With new mob rule: 50% of staying there + a reroll due to BP. ME = HAPPY ORK.

Ahriman + 1 TSons squad: Painting in progress. Will gift them to my bro at Xmas!
2000+ Tau: Painting in progress. http://www.dakkadakka.com/gallery/images-78163-46237_Tau%20Battelforce.html 
   
Made in ca
Lieutenant Colonel






played a few games with new orks, LOVING it....


I can build so many diffferent armies with them now.

shooty, CC, a good mix of the two... I have options to do anything i want, every single FOC chart has units that I have a hard time choosing between because they all fit a good role and look cool....


I have yet to lose a game with them to, been doing green tide formation and a horde detachment, tabling people fairly regularly on turn 3-4 with large amounts of my army untouched.


course... my orks only lost one game with the old codex too lol

mob rule changes are largely irrelevant, slight nerf to larger mobs as they could TECHNICALLY fail two 2+ rolls and run, and they take some wounds, but its largely irrelevant, and seriously, a whole army of fearless orks is kinda OP, they got that rule when fearless was supposed to remove extra models. slight buff to smaller mobs though.

over all, with things like ere we go and all the awesome formations we get access to, there are a lot of FUN FLUFFY and COMPETITIVE builds in the rok dex and suppliment.

very happy with it.

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

'ere we go im assuming was given to help counteract the remove-from-the-front nerf in 6th, which was my biggest complaint (even more than challenges and thats quite a feat) about the game that neutered orks. We die in droves, you kill 8-10 boyz in a unit guess what you just pushed me back 2-4" depending on my positioning and terrain. The rerolling of 1 die on a charge pretty much makes our average charge range 9" give or take an inch, rather than the usual 7". That helps a TON. With a few bogies, i regularly get my HoW attacks for my boyz in squads of 10+. Hell, even my bikers keep doing 9-11" charges, but they have HoW anyway so big deal lol.

New waaagh is actually a fix for the old waaagh. Its technically the same thing as it was pre-6th, but in 5th and before it relied on Fleet rules - 6th changed Fleet, but they didnt FAQ the orks WAAAGH! to let them keep charging. So it became broken and useless except for Ghazzy's 2++. Now its back to what it was and SHOULD be.
Some would argue it sucks requiring a warboss for a waagh, but in all honesty if you dont have a warboss running in to kill things, youre playing gunline orks and the waaagh wont really help you anyway.

This message was edited 1 time. Last update was at 2014/07/28 21:21:40


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Trigger-Happy Baal Predator Pilot






Sydney South West

It's pretty undisputed that the new Waaagh! is a buff, as most people used a Warboss anyway. (with the exception of kffbigmek lists.)

I personally don't like the new mob rule, as it only applies to leadership tests from casualties so any fear test is almost a guaranteed loss as I have terrible luck when it comes to morale checks. We hate telepaths now as they can force so many morale checks and Ld7 just doesn't cut.
   
Made in nl
Flashy Flashgitz






 paqman wrote:
Wow... I never tought about that Idea!

Bring 4 x 30 boyz mobs, buy them each a trukk and form a cover save wall with them in between the boyz and the opponent! Could be fun in a footslogging list. I might as well add 3 deff dread walking behind that wall.

Thanks!

To answer the thread's question. The obvious change is Mob rule as it make small units turn around and flee at the first opportunity.
The second obvious one to me is the ramshackle rule for truks which turns trukk into death traps as I experienced in my last game.


How do you buy a 30 boy squad a trukk if only 12 can sit in there? As i saw in the rule book they have to enter the battlefield INSIDE the truck?

6K
6K
6K
4K
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






You were probably seeing things

Nothing prevents you from buying a transport that the unit doesn't fit in.

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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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 nl
Flashy Flashgitz






The only limitation of a Dedicated Transport is that when it is deployed, it can
only carry the unit it was selected with (plus any Independent Characters that
have joined it). After the game begins, it can then transport any friendly
Infantry unit, subject to Transport Capacity and other special exclusions, as
explained in the vehicle’s entry.

Must have read this and made in in my had that they must be inside the transport. But indeed. they are not FORCED to be on it.. Learned a new thing today!

6K
6K
6K
4K
 
   
Made in nz
Longtime Dakkanaut





New Zealand

 Jidmah wrote:
Nothing prevents you from buying a transport that the unit doesn't fit in.


Yup, the only limitation is that you can't embark part of a unit onto a transport. Fluff-wise, this is a pain, but rules-wise, it helps avoid a whole pile of complications.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I kinda wish they would bring in a multi-transport rule, where a unit embarked on multiple vehicles makes the vehicles count as a vehicle squadron for movement purposes until disembarked. As long as no models are footslogging that is.
30 Boyz in 3 Trukks ftw? lol

Actually that would help the whole "unit dies if the vehicle explodes" thing a little too much, since if they were only a squadron for movement purposes then the vehicles still die 1by1 lol. Still, interesting thought and makes total sense.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Trigger-Happy Baal Predator Pilot






Sydney South West

 Vineheart01 wrote:
I kinda wish they would bring in a multi-transport rule, where a unit embarked on multiple vehicles makes the vehicles count as a vehicle squadron for movement purposes until disembarked. As long as no models are footslogging that is.
30 Boyz in 3 Trukks ftw? lol

Actually that would help the whole "unit dies if the vehicle explodes" thing a little too much, since if they were only a squadron for movement purposes then the vehicles still die 1by1 lol. Still, interesting thought and makes total sense.


Oh my god why has no one thought of this, I'm seriously considering a house rule addition.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Well, in truth it wouldnt be THAT awesome of a rule but it would definitely help us because then we could field 24man boy units without the use of a heavy slot, just buy 2 dedicated transports (also would have to chance dedicated transports to allow any number bought for a unit, or at least allow more than 1 if the unit is starting embarked in it).

Also not sure how you would handle having one vehicle wreck but not the others, would the other boyz be forced to disembark next turn? i kinda feel that hurts more than it would help lol.

Trukk boyz suffer more from the tiny numbers than the trukk itself. Tbh trukks arent that much squishier than BW, the only real noticeable difference is turn 1. Side 12 is REALLY easy to pop, and after the first turn that happens all the time.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Vineheart01 wrote:
Well, in truth it wouldnt be THAT awesome of a rule but it would definitely help us because then we could field 24man boy units without the use of a heavy slot, just buy 2 dedicated transports (also would have to chance dedicated transports to allow any number bought for a unit, or at least allow more than 1 if the unit is starting embarked in it).

Also not sure how you would handle having one vehicle wreck but not the others, would the other boyz be forced to disembark next turn? i kinda feel that hurts more than it would help lol.

Trukk boyz suffer more from the tiny numbers than the trukk itself. Tbh trukks arent that much squishier than BW, the only real noticeable difference is turn 1. Side 12 is REALLY easy to pop, and after the first turn that happens all the time.


The only way I could see it working is if they could 'detach' the foot ridden boyz, similar to how Walker squadrons and leave behind an immobilized model. It would effectively break the unit into two smaller ones, bringing us right back to normal Trukk Boy squads though...so...It wouldn't really help much XD
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

It would for the trukkboyz that get across, and gives us multiple units.

Even the rules as it is, if we bring 9 trukkboy units its going to cause some problems lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Trigger-Happy Baal Predator Pilot






Sydney South West

I actually Like the idea of that though, and it would work pretty well in kill team games (or are DTs not allowed?)
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i think killteams generally dont allow 2+ saves or armor values. i dont ever play any so dunno.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Trigger-Happy Baal Predator Pilot






Sydney South West

I know that you can't take vehicles with a total armour of 34 or higher, I just don't know if dt count as the unit they take in the force org of kill teams.
   
 
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