Switch Theme:

We was made ta fight an’ win! - 9th Edition Ork Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Ork Boy Hangin' off a Trukk





Beardedragon wrote:
Hey guys. Would someone mind looking at my Goff list and say what i would need to change out to improve it? Its basically just inspired heavily by Goff ghaz blobs but im not sure what the perfect loadout is yet. I have, however, won two times in a row with this army. So i feel like its doing well, but im always looking for things to improve upon.


Spoiler:
Battalion.

Goff.

HQs:
Big Mek w/Kustom Force Field (Warlord, Follow me, Ladz!)
Ghazghkull The destroyer of gods
Weirdboy (Warphead, Scorched Gitbonez, Da Jump/Warpath (i thought about giving him super cybork instead of gitbonez)

Troops:
1 Nob with powerklaw/slugga, 29 Boyz with slugga/Choppa. 3 tankbusta bombs.
1 Nob with powerklaw/slugga, 29 Boyz with slugga/Choppa. 3 tankbusta bombs.
1 Nob with powerklaw/slugga, 27 Boyz with slugga/Choppa. 2 tankbusta bombs.

Elites:
5 kommandos (no boss with powerklaw)
5 kommandos (no boss with powerklaw)

4x Mega nobs with Double Killsaws
4x Mega nobs with Double Killsaws

Painboy

Heavy Support:
2x Mek Gunz: Smasha Gun
2x Mek Gunz: Smasha Gun
1x Mek Gunz: Smasha Gun

Dedicated Flyer:
Burna-Bommer


I would run with killsaws for my Nobs in the Boyz squads, but i dont have any Killsaws to spare sadly. So what do you think? What would you change? Ditch the Burna-bommer for more Mega Nobs maybe? Ive spread out my Mek Gunz in order to make my own deployment better, by putting down 1 mek gun, then 2 mek guns, and then 2 again, rather than slamming down all 5 at the same time. I wouldnt go for while we stand we fight here anyway as it would be Ghaz and 2 Boyz squads. and they tend to be close to death if not entirely dead by turn 5.


Well, the appeal of goffs is the SkarBoyz really. I think Deathskulls make better meganobs thanks to Pbsec and also as both the MANz (and typically their trukk) suddenly gain a 6++.

If you're running Goffs, I'd lean harder into the SkarBoyz.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





 warhead01 wrote:
 Tomsug wrote:
 warhead01 wrote:
 Tomsug wrote:
If there is a wish list for the new codex, put there flamers on MANz for me...

And I mean FLAMERS. Not the joke called Burna...


Not sure I understand. MANZ can't get Burnas they can take scorchas, which are much better. Just need more range. 8" is too short.


Yeah, it' s Skorcha. Anyway, it' s useless.


Lot's of stuff is useless.
It's almost better than a flamer. It'd be a heavy flamer if it had the same range. Just like everything else, 1 isn't very good, 3 or more is way better. Just needs a bit more range.


Yeah if orks do get the 12" range and skorchas stay the same statewise it could be rather fun to deepstrike a big unit of meganobz down with skorchas to toast some mid to low level infantry.
   
Made in cz
Lead-Footed Trukkboy Driver





Prague

cody.d. wrote:

Yeah if orks do get the 12" range and skorchas stay the same statewise it could be rather fun to deepstrike a big unit of meganobz down with skorchas to toast some mid to low level infantry.


Or make it a independed weapon for few bucks. Or both. I have a great idea to kitbash Skorcha-MANz and I need some rules

8000pt 
   
Made in dk
Dakka Veteran




Danmark

 Sluggaloo wrote:
Beardedragon wrote:
Hey guys. Would someone mind looking at my Goff list and say what i would need to change out to improve it? Its basically just inspired heavily by Goff ghaz blobs but im not sure what the perfect loadout is yet. I have, however, won two times in a row with this army. So i feel like its doing well, but im always looking for things to improve upon.


Spoiler:
Battalion.

Goff.

HQs:
Big Mek w/Kustom Force Field (Warlord, Follow me, Ladz!)
Ghazghkull The destroyer of gods
Weirdboy (Warphead, Scorched Gitbonez, Da Jump/Warpath (i thought about giving him super cybork instead of gitbonez)

Troops:
1 Nob with powerklaw/slugga, 29 Boyz with slugga/Choppa. 3 tankbusta bombs.
1 Nob with powerklaw/slugga, 29 Boyz with slugga/Choppa. 3 tankbusta bombs.
1 Nob with powerklaw/slugga, 27 Boyz with slugga/Choppa. 2 tankbusta bombs.

Elites:
5 kommandos (no boss with powerklaw)
5 kommandos (no boss with powerklaw)

4x Mega nobs with Double Killsaws
4x Mega nobs with Double Killsaws

Painboy

Heavy Support:
2x Mek Gunz: Smasha Gun
2x Mek Gunz: Smasha Gun
1x Mek Gunz: Smasha Gun

Dedicated Flyer:
Burna-Bommer


I would run with killsaws for my Nobs in the Boyz squads, but i dont have any Killsaws to spare sadly. So what do you think? What would you change? Ditch the Burna-bommer for more Mega Nobs maybe? Ive spread out my Mek Gunz in order to make my own deployment better, by putting down 1 mek gun, then 2 mek guns, and then 2 again, rather than slamming down all 5 at the same time. I wouldnt go for while we stand we fight here anyway as it would be Ghaz and 2 Boyz squads. and they tend to be close to death if not entirely dead by turn 5.


Well, the appeal of goffs is the SkarBoyz really. I think Deathskulls make better meganobs thanks to Pbsec and also as both the MANz (and typically their trukk) suddenly gain a 6++.

If you're running Goffs, I'd lean harder into the SkarBoyz.


ah christ i forgot to write that they WERE SkarBoyz

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in gb
Longtime Dakkanaut






With the discussion of rokkits, I always felt that the main reason ork vehicles have multiple rokkits and the infantry have singular is because the infantry can reload their rokkits and the vehicles can't.

What I'd like to see is ork vehicles rokkits becoming one-use and being allowed to fire multiples per turn. For example, deffkoptas have 4 rokkits, that's their lot for the battle, and they drop in points because of it.
Perhaps have a new mek unit "Ammo Boys", who can use mek tools to restore fired rokkits instead of wounds.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based! 
   
Made in fr
Stabbin' Skarboy






Does anyone know if a blood axe kill tank can fall back and both shoot and charge ? The blood axe trait says "In addition, units with this kultur can shoot or charge (but not both) even if they
Fell Back in the same turn."
So I think this does not bode well for my idea of triple blood axe tank (which is anyway just a vague idea at this point)

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in se
Yellin' Yoof on a Scooter





 Afrodactyl wrote:
The start collecting box is no longer available online. Sign of a new box/book earlier than we thought?
Not impossible. As the new fluff warzone is Charadon from original Lore (in RT the story was about Pedro Kantor trying to sneak through the Arch-Arsonists lines) it feels close.
   
Made in us
Mekboy Hammerin' Somethin'




Crescent City Fl..

 Tomsug wrote:
cody.d. wrote:

Yeah if orks do get the 12" range and skorchas stay the same statewise it could be rather fun to deepstrike a big unit of meganobz down with skorchas to toast some mid to low level infantry.


Or make it a independed weapon for few bucks. Or both. I have a great idea to kitbash Skorcha-MANz and I need some rules


I'd enjoyed 3 with kombi-shorchas in a trukk for the big move and advance and roast the squishy infantry while on the way to their target.
With the current shooting rules if they get bogged down with chaff at least they get auto hits while shooting.

What do you mean by an independent weapon? Like a character MANZ or what?

"Pathetic earthlings. Hurling your bodies out into the void, without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe, anything at all, you would've hidden from it in terror."
My blog http://warhead01.blogspot.com/2014/02/the-art-of-ork.html 
   
Made in fr
Stabbin' Skarboy






 warhead01 wrote:
 Tomsug wrote:
cody.d. wrote:

Yeah if orks do get the 12" range and skorchas stay the same statewise it could be rather fun to deepstrike a big unit of meganobz down with skorchas to toast some mid to low level infantry.


Or make it a independed weapon for few bucks. Or both. I have a great idea to kitbash Skorcha-MANz and I need some rules


I'd enjoyed 3 with kombi-shorchas in a trukk for the big move and advance and roast the squishy infantry while on the way to their target.
With the current shooting rules if they get bogged down with chaff at least they get auto hits while shooting.

What do you mean by an independent weapon? Like a character MANZ or what?


Manz aren't vehicules, how do they shoot when bogged down ? I mean it would be cool if they could, and if scorchas were not overpriced

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Mekboy Hammerin' Somethin'




Crescent City Fl..

 addnid wrote:
 warhead01 wrote:
 Tomsug wrote:
cody.d. wrote:

Yeah if orks do get the 12" range and skorchas stay the same statewise it could be rather fun to deepstrike a big unit of meganobz down with skorchas to toast some mid to low level infantry.


Or make it a independed weapon for few bucks. Or both. I have a great idea to kitbash Skorcha-MANz and I need some rules


I'd enjoyed 3 with kombi-shorchas in a trukk for the big move and advance and roast the squishy infantry while on the way to their target.
With the current shooting rules if they get bogged down with chaff at least they get auto hits while shooting.

What do you mean by an independent weapon? Like a character MANZ or what?


Manz aren't vehicules, how do they shoot when bogged down ? I mean it would be cool if they could, and if scorchas were not overpriced

Alright, good catch.
I goofed up on that. Maybe next edition.

"Pathetic earthlings. Hurling your bodies out into the void, without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe, anything at all, you would've hidden from it in terror."
My blog http://warhead01.blogspot.com/2014/02/the-art-of-ork.html 
   
Made in cz
Lead-Footed Trukkboy Driver





Prague

Skorcha = just skorcha, not kombi weapon.

I don' t see a point in in driving somewhere or DS somewhere and burning something. MANZz are CCmonsters and want to charge. So you can easily burn what youwant to charge.

Iwant to have a flamers like protection againts other charges

8000pt 
   
Made in dk
Dakka Veteran




Danmark

If Grot Mega tanks have their Scorchas increased to 12 inches like all other flamethrower weapons apparently get with their new codexes or updates, i will probably try and meddle around with a Grot Mega Tank with a full loadout of Scorchas.

Thats 7 Scorchas or so on one model. Whether its good or not i do not know, but it sounds fun as hell.

This message was edited 3 times. Last update was at 2021/04/13 13:25:25


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in fr
Stabbin' Skarboy






Hi fellow greenskins, so I haven't tried "all my buggies at once" yet, and my team prep (against another team) is coming up 8th may, and I am to be the ork player. Here is the list I am thinking of taking (i manually translated the french trerms, because i use a french army editor, should be quite easy to get, if not sorry).
Engage on all fronts or domination (the kopta is there to ensure 1st turn scoring if I go for engage) and either deploy scramblers or banners will be my go to objectives. The army hands out grind them down and bring them down like candy, but itsagrotslife isn't it ?

What do you green and mean people think about this ? Have been playing nids and DA lately more than orks, so I could be rusty AF and totally wrong on this. I don't think KBBs really need their mortal wound dealing KJob, but I guess I could put it ? Won't be using many CPs as far as I can see

Spoiler:
DETACHMENT : Patrol DSkullz
HQ1 : [FW] Warboss on Warbike(1*115), PK, Da Biggest Boss, Relic PK [115]
HQ2 : [WL] [FW] Warboss on Warbike(1*115), Brutal but a witch sorry cunning, Saw for the win instead of the PK [115]
Troup1 : 10 Gretchins(50) [50]
Elite1 : 3 Meganobz saws [120]
Elite2 : 3 Meganobz saws [120]
FA1 : 3 Kustom Boosta Blasta(90 + 2*90) [270]
FA2 : 3 Megatrakk Scrapjet, [Kustomization] drills for fight again [330]
HS1 : 3 Deff Dreads(75 + 2*75), 5 dread claws (50), 7 Dread saws (35), [Kustomization] Pistons for +3 move [310]
Total detachment : 1430

DETACHMENT : Patrol Grot Revolution
HQ1 : Weirdboy(1*75), scorched bones, Eul' Saut [75]
Troup1 : 10 Gretchins(50) [50]
Elite1 : 5 Kommandos(45) [45]
Elite2 : 5 Kommandos(45) [45]
FA1 : Deffkoptas(25), big shootas (10) [35]
HS1 : 4 Mek Gunz(40 + 3*40), 4 smasha[160]
HS2 : 4 Mek Gunz(40 + 3*40), 4 smasha [160]
Total detachment : 570
ARMY TOTAL [2000]

This message was edited 5 times. Last update was at 2021/04/13 14:03:40


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Longtime Dakkanaut




Alright ya gitz, its time. We are getting closer and closer to the new ork codex getting released and we have just had a major reveal by GW about the Mechanicus weapons upgrades. I want to highlight this because it may be an indicator that ork weapons get an upgrade.

Galvanic rifles just became -1AP and lost their ability to gain -1AP on a roll of a 6. They also went from Rapid fire 1 to Heavy 2

Arc Rifles just gained 6' range, an extra -1AP and went from 1dmg to D3

Cognis flamer lost its special rules and became D6+2 auto-hits at 12' range.

Cognis stubber went from Heavy 3 to Assault 4.

and now the two most interesting upgrades.

Cognis Auto-cannons just went from Heavy 4 to assault 6.

And the Cognis Lascannon went from heavy 2 to Assault 2 and went from D6 dmg to D3+3

The Auto-cannon is probably the most important to orkz because it might indicate the lootas getting an upgrade of some kind. ATM (Pre buff) those cognis autocannons were averaging 2.66 hits a turn for 65pts on a model that is T6 with 6wounds and a 4+ save.

Now its averaging 4 hits a turn, that is an increase of 33%. If the Ballistarius does not receive a points bump (65pts atm) than to get the same number of hits from a unit of lootas we would need over 100pts of Lootas or 33% more than the Mechanicus unit, not to mention, unlike orkz, Mechanicus has relatively easy access to rerolls.

Taking all of that into account, do you think lootas get a bump? I'm personally hoping that based on this the deffgun goes to D3+2, but preferably D3+3, or, god forbid, GW gives Lootas, a dedicated shooting unit, a 4+ to hit. and just bumps them to 3 shots each

 Xenomancers wrote:
It is utterly idiotic...like 8.5 ironhands idiotic to include this rule. I can assure you within 1 month it will be nerfed too...to only be DA characters...which is fine for a free rule that no other marines get...

Just cant stand these snow flake marines anymore.
 
   
Made in ca
Stormin' Stompa






SemperMortis wrote:
Alright ya gitz, its time. We are getting closer and closer to the new ork codex getting released and we have just had a major reveal by GW about the Mechanicus weapons upgrades. I want to highlight this because it may be an indicator that ork weapons get an upgrade.

Galvanic rifles just became -1AP and lost their ability to gain -1AP on a roll of a 6. They also went from Rapid fire 1 to Heavy 2

Arc Rifles just gained 6' range, an extra -1AP and went from 1dmg to D3

Cognis flamer lost its special rules and became D6+2 auto-hits at 12' range.

Cognis stubber went from Heavy 3 to Assault 4.

and now the two most interesting upgrades.

Cognis Auto-cannons just went from Heavy 4 to assault 6.

And the Cognis Lascannon went from heavy 2 to Assault 2 and went from D6 dmg to D3+3

The Auto-cannon is probably the most important to orkz because it might indicate the lootas getting an upgrade of some kind. ATM (Pre buff) those cognis autocannons were averaging 2.66 hits a turn for 65pts on a model that is T6 with 6wounds and a 4+ save.

Now its averaging 4 hits a turn, that is an increase of 33%. If the Ballistarius does not receive a points bump (65pts atm) than to get the same number of hits from a unit of lootas we would need over 100pts of Lootas or 33% more than the Mechanicus unit, not to mention, unlike orkz, Mechanicus has relatively easy access to rerolls.

Taking all of that into account, do you think lootas get a bump? I'm personally hoping that based on this the deffgun goes to D3+2, but preferably D3+3, or, god forbid, GW gives Lootas, a dedicated shooting unit, a 4+ to hit. and just bumps them to 3 shots each


I can see that GW is still upping the arms race when it comes to weaponry across several factions, assuming Orks are part of this trend given that we're close to our new codex in several months, I feel that the Deffgun will likely have either a flat 3 shots per gun or something like 2D3 shots. Since Galvanic rifles got some loving, I can see the shoota either bumping up in range to 24" or getting an extra shot. Hell, they may even take a cue from boomsticks and make shoota weapons in general get +1 to hit when they're in half-range to promote the idea of Orks rushing in to get to see their dakka results up close.

I see the D3+3 damage to cross over to our kustom mega weaponry given that we don't really have a lascannon equivalent that is widely available to the army. I can see the traktor kannon doing D3+3 against FLY units versus the 2D6 pick the highest they have right now. Smasha Gunz may be left alone to make it so there's a reason for you to pay the premium for the other mek gun options.

Big Shootas are almost guaranteed to be -1AP at this point, it's just a question of more shots or if they get D2 like heavy bolters. Burnas will either be a flat 3 shots each or D6 as they should have been to begin with. Snazzguns are the real question mark for me, since I can see them becoming base 36" range but I'm not sure if they'll buff their AP or damage given that they're already within the stats range for killing Primaris.

I'm hoping at the very least the Killkannon gets some loving in terms of stats, it really needs to be 2D6 shots base with 36" range to be worth taking when its competing against the kannonwagon.
   
Made in se
Yellin' Yoof on a Scooter





I take the arms race that regular armour is becoming increasingly irrelevant in favour of fields and ignore.

On weapon particulars I guess Skorchas goes to 12" and Choppas may get AP1 as Wracks got it. Power Stabbas probably into Legend.
   
Made in it
Gargantuan Gargant




Italy

Choppas getting AP-1 is definitely happening. All basic AP0 weapons like chainswords, wyches' blades, wracks' tools, etc.. got it. Skorcha's range will definitely be 12''.

Big shootas getting AP-1 or D2, maybe even both, looks almost guaranteed now.

D3+3 or D2+6 on kustom weapons is also very likely.

Anything else is probably too soon to say.

Orks 7000
Space Wolves 4000
 
   
Made in gb
Longtime Dakkanaut






Oh good, everything's becoming more deadly! that's exactly what the game needed! /s]

how are you supposed to make tactics when everything is getting better and better at wiping out entire units? I remember positioning units of 30 on the basis of "what's left will charge them next turn", but now there's never a "what's left" because 10 guns just hosed the entire unit down!

I don't want it to be easier to kill each other, I want it to be a challenge! I want my positioning of 3 supposedly hard units on the flank to be an issue for my opponent. It seems that things are becoming so powerful now that people are deciding which 6 units they will delete this turn, instead of what to prioritise in crippling or whether to focus it all on one unit!

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based! 
   
Made in se
Yellin' Yoof on a Scooter





Couldn´t agree more. 9th started with terrain mattering more and raising survivability and now Str and AP is just escalating by the minute.

In fact this 3 layer saving throw nonsense is getting to close to skirmish games. A part of the beauty with 40k is simplicity imo.

This message was edited 2 times. Last update was at 2021/04/14 09:08:51


 
   
Made in it
Gargantuan Gargant




Italy

 some bloke wrote:
Oh good, everything's becoming more deadly! that's exactly what the game needed! /s]



Naked baselines might give that impression, but there are also other things that mitigate (or at least they should try to mitigate) lethality. Many sources of re-rolls or shooting twice combos are gone, and while modifiers to hit cannot be stacked anymore it's also very easy to give a -1 to units that used to gain no benefit from terrain. Some units like dreads have now tools to automatically reduce damage, and all the new codexes have easy ways to resuscitate fallen models. Points costs on average are in 9th a bit higher than older standars which also contributes to mitigate the escalation of lethality.

Overall I'm not sure that lethality is increasing. Looking at SM, SW and Drukhari codexes (I don't know the other factions with a 9th codex in detail) it doesn't really look like that, those armies aren't really more lethal and/or more squishy than they used to be in the previous edition.

I'd be in favor of a much lesser lethal game overall, but at the same time I can't accept rolling buckets of dice for choppas or big shootas attacks only to get something close to no results.

This message was edited 1 time. Last update was at 2021/04/14 10:55:00


Orks 7000
Space Wolves 4000
 
   
Made in cz
Lead-Footed Trukkboy Driver





Prague

Yeah, last game againts some Death Guard my shooting buggy list with kannonwagons killed exactly 1 poxwalker in shooting... well and about 15dmg to mortarion and 10 another to some vehicle but in fact, yes. There was so many -1 to hit, reduce damage and FNP on the table + my rolls were super bad it becames really hard to really kill something. All my dragstas rolled after re-roll 2 or 3 on dmg... -1 reduction and than fnp... wtf?


Automatically Appended Next Post:
2 Orks on goonhammer from Ratcon. Both deathskulls. One of them with Ghazzy.

Both have 3x KMB deaffdreads
Both have SMGs

Article:
https://www.goonhammer.com/competitive-innovations-in-9th-ratcon-2021-comic-quest-gt/?fbclid=IwAR0BAJaBkNbS6y4u76Ty5c4MJ8C5JRqQa-JpRp8OEHDWyvfLFswTSqqM4p8

Lists:

https://downunderpairings.com/ArmyList.php?ArmyID=32145

https://downunderpairings.com/ArmyList.php?ArmyID=32264


This message was edited 1 time. Last update was at 2021/04/14 14:36:03


8000pt 
   
Made in ca
Regular Dakkanaut




warhead01 wrote:I wish they're change it back to with in, instead of wholly within. That's be fantastic for 9th.


What is the direction of new codicies for "wholly within" and "within" in general?

AoS 2.0 move very heavily towards anything as a buff as wholly and anything attacking the opponent as within. This stopped stringing out conga lines and forced the support to be closer to the unit it supported. And then still allowed you to target the enemy just needing to see at least one model for the enemy.

Is 40k in 9th following a similar pattern?
   
Made in dk
Dakka Veteran




Danmark

 Tomsug wrote:
Yeah, last game againts some Death Guard my shooting buggy list with kannonwagons killed exactly 1 poxwalker in shooting... well and about 15dmg to mortarion and 10 another to some vehicle but in fact, yes. There was so many -1 to hit, reduce damage and FNP on the table + my rolls were super bad it becames really hard to really kill something. All my dragstas rolled after re-roll 2 or 3 on dmg... -1 reduction and than fnp... wtf?


Automatically Appended Next Post:
2 Orks on goonhammer from Ratcon. Both deathskulls. One of them with Ghazzy.

Both have 3x KMB deaffdreads
Both have SMGs

Article:
https://www.goonhammer.com/competitive-innovations-in-9th-ratcon-2021-comic-quest-gt/?fbclid=IwAR0BAJaBkNbS6y4u76Ty5c4MJ8C5JRqQa-JpRp8OEHDWyvfLFswTSqqM4p8

Lists:

https://downunderpairings.com/ArmyList.php?ArmyID=32145

https://downunderpairings.com/ArmyList.php?ArmyID=32264




Im not sure i understand the army with Ghaz in it. It also had a painboy, but it was a deathskulls detatchment? As i understand it, a ghaz in a deathskulls detatchment cant be healed by the painboy, because Ghaz has Goff keyword?

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




Just thought of something...if all these weapons are getting upgrades and they actually upgrade ork weapons....What will happen to dakkagunz? They are basically big shootas with half the range, if they actually bumped them to AP-1 and 2dmg, they would be scary for a change...basically what big shootas should have been forever

 Xenomancers wrote:
It is utterly idiotic...like 8.5 ironhands idiotic to include this rule. I can assure you within 1 month it will be nerfed too...to only be DA characters...which is fine for a free rule that no other marines get...

Just cant stand these snow flake marines anymore.
 
   
Made in ca
Stormin' Stompa






SemperMortis wrote:
Just thought of something...if all these weapons are getting upgrades and they actually upgrade ork weapons....What will happen to dakkagunz? They are basically big shootas with half the range, if they actually bumped them to AP-1 and 2dmg, they would be scary for a change...basically what big shootas should have been forever


That's actually a really good point, dakkaguns are just sawed off big shootas, so I would expect at the very least AP-1. I'm not sure if they would be damage 2 just because they have double the amount of shots but if they do it would make them legitimately useful as a unit.

Hell, it make both normal warbikers and nob bikerz pretty decent assuming some points changes are made between the two. It would also give them a more distinct role now that we have dedicated CC calvary coming in with Beast Snaggas.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





I mean, any change to big shootas and or dakkagunz is going to have rather sizable ramifications. We have so many of them and most of the vehicles who can or do have them tend to have 2 to 4 of them at once. Still keen to see our simplified datasheets when they start to pop up like admech and sisters. Should be in a couple weeks right?
   
Made in de
Dakka Veteran





Do we actually know when the codex is going to drop?
   
Made in ca
Stormin' Stompa






 BertBert wrote:
Do we actually know when the codex is going to drop?


It's implied that the next codices before us are Adeptus Mechanicus first, and then likely SoB. So I would say sometime late summer or potentially at the beginning of Fall depending on how much they push past the COVID backlog.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





To elaborate a little on what Grumskul said. GW gave us April in binary for admech correct? We've heard that Belakor is slated for preorder this weekend coming so we're waiting to see if admech go up for pre-order on the 24th. (so much for an April release huh?)

The amount of Sisters stuff shown implies an imminent release and the datasheets making the rounds means that at least the repackaged boxes are nearing stockists. So perhaps 2 to 4 weeks after admech assuming GW keeps up the alternating AOS/40K releases.

And yes I'm assuming a fair bit but don't feel i'm reaching too far. So unless there is other stuff that GW hasn't teased as of yet we can guestimate an ork release in about 6 to 8 weeks time. (The GW release schedule does seem to have returned to post covid/lost container rates. Unless Evergreen has another delay working down the pipeline.)

Apologise if that post was a little rambely.
   
Made in cz
Lead-Footed Trukkboy Driver





Prague

Beardedragon wrote:

Im not sure i understand the army with Ghaz in it. It also had a painboy, but it was a deathskulls detatchment? As i understand it, a ghaz in a deathskulls detatchment cant be healed by the painboy, because Ghaz has Goff keyword?


Me neither. Maybe typo?


Automatically Appended Next Post:
 BertBert wrote:
Do we actually know when the codex is going to drop?
Orktober. I say it all the time and now it' s obvious. Orktober is the answer, orktober is the reason.

Ad Mech end of April.
Than comes sisters, there is about 2 months between codexes. So lets say and of June.
GW release business report for shareholders in half of July, so it makes sence.
And of June plus 2 months is end August. But hey man, it' s a summer and covid. Add one month, it' s end September, so let' s make a pre order in Sept and actual distribution in Oct and call it Orktober.


Automatically Appended Next Post:
Or like the last time, pre order 29th of Oct and you get your codex short before Christmas.

Waiting for the codex can ruin your summer. Skip it and write to Santa.

This message was edited 3 times. Last update was at 2021/04/15 07:47:56


8000pt 
   
 
Forum Index » 40K Tactics
Go to: