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Made in gr
Tough-as-Nails Ork Boy




Athens

Burnas can now burn everything even dreadnoughts

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in ca
Mutilatin' Mad Dok





 thenewgozoku wrote:
Burnas can now burn everything even dreadnoughts

If they keep their power-weapon mode with the new save-reduction system, I think that would make them a bit more versatile too.
   
Made in ca
Feral Wildboy with Simple Club




Montreal

I guess the big shootas will deal 2 damages, that would be nice. But the D6 damage of the lascannon has be wondering, will there be lots of random damages numbers or more fixed ones? Rokkit does 3 damage or D3? 2+D2? :-O

I've all modified my big shootas on trukks for rokkit launchas. I guess big shootas will be as interesting as rokkits now.

   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 Jambles wrote:
 thenewgozoku wrote:
Burnas can now burn everything even dreadnoughts

If they keep their power-weapon mode with the new save-reduction system, I think that would make them a bit more versatile too.


Maybe, save -1 for troops, d3 wounds against vehicles? They used to get 2D6 AP. We'll see.

Fighting crime in a future time! 
   
Made in gr
Tough-as-Nails Ork Boy




Athens

I have high hopes for flash gits

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in ca
Feral Wildboy with Simple Club




Montreal

 thenewgozoku wrote:
I have high hopes for flash gits
Seems like even our 6+ t-shirt save will be useful now! I can see gitz getting a 4+ or 5+ save...

   
Made in us
Nasty Nob






flash gits? I wanna see how big choppas work! If they have ANY kind of rend it will be a godsend

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in ca
Mutilatin' Mad Dok





 davou wrote:
flash gits? I wanna see how big choppas work! If they have ANY kind of rend it will be a godsend

Maybe it'll be similar to Shadow War, and melee weapons that have S + User S will get a base Rend value? (S4 is -1, S5 is -2, etc.)
Hey maybe we'll get a Rend value on choppas that way? I miss the glory days of making Space Marines take 4+ saves against choppa boys
   
Made in gb
Stealthy Grot Snipa





where are you sourcing all this juicy info?!

and come on burna boyz! ive converted loads of orks for awesome burna/kmb and flashgitz conversions and i cant wait to field them! ive never been so Orkcited!

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Feral Wildboy with Simple Club




Montreal

Solar Shock wrote:
where are you sourcing all this juicy info?!

and come on burna boyz! ive converted loads of orks for awesome burna/kmb and flashgitz conversions and i cant wait to field them! ive never been so Orkcited!
It comes from GW itself! https://www.warhammer-community.com/

   
Made in gr
Tough-as-Nails Ork Boy




Athens

Now we need the blasts to autohit and even blastajet becomes playable.

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in us
Battlewagon Driver with Charged Engine





 thenewgozoku wrote:
Now we need the blasts to autohit and even blastajet becomes playable.
Yep. Lobbas autohitting heavy 3 would be ok by me.
   
Made in it
Waaagh! Ork Warboss




Italy

I'd like to field some burnaboyz more often too, they're among my fav models. I have 10 of them and only used them in a few friendly games with a big mek themed list.

And nobz with big choppas too, extremely cool models that I already use sometimes but with a rend they could be a serious alternative to power klaws.

I'm curious about flash gitz: with the absence of AP their weapons would change drastically. Maybe a D6 rend this time? They can be effective at last.


Automatically Appended Next Post:
 JimOnMars wrote:
 thenewgozoku wrote:
Now we need the blasts to autohit and even blastajet becomes playable.
Yep. Lobbas autohitting heavy 3 would be ok by me.


Why autohitting? They're not flamers, they should hit on a 4+. Heavy 3 is appropriate for replacing small blasts though.

This message was edited 1 time. Last update was at 2017/04/27 09:12:26


 
   
Made in us
Speedy Swiftclaw Biker





Norfolk, VA

I also spot the lower LD on the Space Marines and LD on the Dreadnaught. I wonder what that will mean for vehicles and our Boyz

2700 - The Fierce Eye's Hammer
2000 - Grukk's Wrekkin Krew
1850-Hellcrusha's Fist 
   
Made in us
Nasty Nob




Crescent City Fl..

 biggie_reg wrote:
I also spot the lower LD on the Space Marines and LD on the Dreadnaught. I wonder what that will mean for vehicles and our Boyz


I'm expecting Boys to have LD5. or 6 depends on how you look at it. Right now just using the SM Sgt's LD Orks are 2 points lower. So I'd expect to be about the same.

I'm really getting excited to see what my Gorkanauts will do next edition.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in us
Battlewagon Driver with Charged Engine





 Blackie wrote:
I'd like to field some burnaboyz more often too, they're among my fav models. I have 10 of them and only used them in a few friendly games with a big mek themed list.

And nobz with big choppas too, extremely cool models that I already use sometimes but with a rend they could be a serious alternative to power klaws.

I'm curious about flash gitz: with the absence of AP their weapons would change drastically. Maybe a D6 rend this time? They can be effective at last.


Automatically Appended Next Post:
 JimOnMars wrote:
 thenewgozoku wrote:
Now we need the blasts to autohit and even blastajet becomes playable.
Yep. Lobbas autohitting heavy 3 would be ok by me.


Why autohitting? They're not flamers, they should hit on a 4+. Heavy 3 is appropriate for replacing small blasts though.

I'm just used to my lobbas hitting things...even if it wasn't the thing they aimed at. I just hope they don't use straight ballistic skill, which will basically nerf them out of usefulness.
   
Made in ca
Mutilatin' Mad Dok





 JimOnMars wrote:
 Blackie wrote:
I'd like to field some burnaboyz more often too, they're among my fav models. I have 10 of them and only used them in a few friendly games with a big mek themed list.

And nobz with big choppas too, extremely cool models that I already use sometimes but with a rend they could be a serious alternative to power klaws.

I'm curious about flash gitz: with the absence of AP their weapons would change drastically. Maybe a D6 rend this time? They can be effective at last.


Automatically Appended Next Post:
 JimOnMars wrote:
 thenewgozoku wrote:
Now we need the blasts to autohit and even blastajet becomes playable.
Yep. Lobbas autohitting heavy 3 would be ok by me.


Why autohitting? They're not flamers, they should hit on a 4+. Heavy 3 is appropriate for replacing small blasts though.

I'm just used to my lobbas hitting things...even if it wasn't the thing they aimed at. I just hope they don't use straight ballistic skill, which will basically nerf them out of usefulness.

Man, between ammo runts and the barrage rules... I don't think I've ever really missed with my lobbas! They're almost TOO easy to hit with right now.

Falling Back is a thing, now. Strategy implications are interesting, no more slamming trukk boys into the gunline to tie them up while the battlewagons catch up. Gotta try to finish off whatever you're attacking on the charge.
   
Made in gr
Tough-as-Nails Ork Boy




Athens

The movement post was the least revealing from all the new edition posts

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in us
Speedy Swiftclaw Biker





Norfolk, VA

Well it revealed the falling back option, which does really change things. I want them to expand on their "advance" option though, very vague

2700 - The Fierce Eye's Hammer
2000 - Grukk's Wrekkin Krew
1850-Hellcrusha's Fist 
   
Made in ca
Mutilatin' Mad Dok





 biggie_reg wrote:
Well it revealed the falling back option, which does really change things. I want them to expand on their "advance" option though, very vague
Gotta know if we can advance and still charge. I'd say probably not - but maybe we'll get a Waaagh move of some kind back to mitigate it?
   
Made in gr
Tough-as-Nails Ork Boy




Athens

I like the part that the close combat dedicated units will be deadly.

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in us
Speedy Swiftclaw Biker





Norfolk, VA

They also brought up the Gorkanaut specifically as being able to punch at it's weightclass. But what would it be comparable to? Dreads are much smaller so past them (hopefully), but Imperial Knights are probably a stretch. There are not really any other walkers to compare it with (maybe Wraithknight?) so I'm curious to what they mean.

2700 - The Fierce Eye's Hammer
2000 - Grukk's Wrekkin Krew
1850-Hellcrusha's Fist 
   
Made in us
Loyal Necron Lychguard






South Dakota

Gorkanaut's Weightclass should include WraithKnights and Imperial Knights... we can hope.

Fall back will be interesting. You can't shoot or charge the turn you've fallen back. That will mean that your gunline opponent will need multiple units to deal with your 1. Give how relatively cheap our units are, we should have more units on the board than they do. Win for assault, I say.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 Anpu-adom wrote:
Gorkanaut's Weightclass should include WraithKnights and Imperial Knights... we can hope.

Fall back will be interesting. You can't shoot or charge the turn you've fallen back. That will mean that your gunline opponent will need multiple units to deal with your 1. Give how relatively cheap our units are, we should have more units on the board than they do. Win for assault, I say.


This rule is straight out of Age of Sigmar. Makes sense tacticaly. I can see SM's being able to shoot, assault normally.

Fighting crime in a future time! 
   
Made in us
Nasty Nob






I disagree with that about (x)orkanaughts.

The stompa should be on par with knights and other titans.

The (X)orkanaught should be the ork landraider... with punching arms and shooty bits. It should be scary and a centerpeice, but not taking bites out of titans for free. The stompa needs to points adjusted down so that its a viable take.

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

If the Stompa wants to be on par with WKs, one of them needs a large point shift. Stompas are too expensive and WKs are too cheap. They need (and hopefully will) change their point cost.
   
Made in us
Speedy Swiftclaw Biker





Norfolk, VA

I think he meant Imperial Knights, not Wraithknights. Stompas should also be better than Imperial Knights as they are much larger.

2700 - The Fierce Eye's Hammer
2000 - Grukk's Wrekkin Krew
1850-Hellcrusha's Fist 
   
Made in us
Nasty Nob






yah, I meant imperial knights.

the 'naughts aren't meant to be titans or their younger brothers... They're supposed to be orky landraider equivalent type things. Dangerous, kinda slow moving, and with the potential of some hard/choppy units inside. Something you wont see spammed, but is still a threat.

The stompa is mean to be the 'oh crap kill it' capital piece for the ork army.

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in ca
Mutilatin' Mad Dok





Not much ado about the psychic phase on our end. I guess we'll be getting that Smite power along with everybody else!

I'm really hoping they keep some of the cooler powers from our current list, Da Jump was always a blast And of course, it'd be great to see weirdboyz getting more powered up by being near other Orks...

As much as I'd like psychic powers to be chosen or at least have some set powers, Orks might be one of the factions where some randomness would be appropriate...
   
Made in us
Loyal Necron Lychguard






South Dakota

Wraithknight, imperial knight, storm surge and the 'naughts were released at about the same time. There are a lot of adjustments needed to get the info the same class.
I wonder how many people would take 2 morkanauts if they were as efficient as an imperial knight... much less a wraith knight (we all agree that they are too good for the price).


Automatically Appended Next Post:
I like the simplicity of the AoS hero phase. GW twitter burst tau and necron psyched bubbles... no psychic powers for them. I'm sad that they don't seem to have put more heroic abilities in that phase.
Guess this means I'm going to need to start bringing old. Old Zogwart.

This message was edited 1 time. Last update was at 2017/04/28 16:51:23


DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
 
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