Switch Theme:

Making Orks Competitive- Gather the Council, Prepare to Waaagh!  [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 us
Longtime Dakkanaut




little-killer wrote:
 KommissarKiln wrote:
Warhammer World wrote:Being inside an exploding vehicle is still bad news. Models inside a wrecked Transport will now die on the roll of a 1.


Emphasis mine. The intended effect of a transport dying seem quite obvious to me. I don't think MANZ missile is dead; it's quite a big gamble, though. Trukk Boyz, on the other hand, will be much more survivable than previously, considering the how frequently a Trukk's death involved an explosion.

I am sorry, you are ghazkhull thraka the big boss ork xxxxxx strong, sorry you roll a 1, bye (happen to my admiral in aos yesterday).

I thought in 8th the controlling player chooses which model is a casualty in a unit. (We don't know the rules for Ghaz however) if you have a unit of 10 boys w a nob and 2 boys fail the explode you choose the 2 models that die!
   
Made in us
Dakka Veteran




Colorado Springs

gungo wrote:
little-killer wrote:
 KommissarKiln wrote:
Warhammer World wrote:Being inside an exploding vehicle is still bad news. Models inside a wrecked Transport will now die on the roll of a 1.


Emphasis mine. The intended effect of a transport dying seem quite obvious to me. I don't think MANZ missile is dead; it's quite a big gamble, though. Trukk Boyz, on the other hand, will be much more survivable than previously, considering the how frequently a Trukk's death involved an explosion.

I am sorry, you are ghazkhull thraka the big boss ork xxxxxx strong, sorry you roll a 1, bye (happen to my admiral in aos yesterday).

I thought in 8th the controlling player chooses which model is a casualty in a unit. (We don't know the rules for Ghaz however) if you have a unit of 10 boys w a nob and 2 boys fail the explode you choose the 2 models that die!


The only unknown right now is if the IC, counting as a different unit, has to roll separately.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Considering that this edition wants to streamline gameplay as much as possible, you probably roll a number of d6 equal to the transport's passengers and then simply remove that many models of your choosing.

Rolling dice separately costs time and kills shiny cool models, both are things spoiled rules are moving away from.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Dakka Veteran




Colorado Springs

 Jidmah wrote:
Considering that this edition wants to streamline gameplay as much as possible, you probably roll a number of d6 equal to the transport's passengers and then simply remove that many models of your choosing.

Rolling dice separately costs time and kills shiny cool models, both are things spoiled rules are moving away from.


I agree.
   
Made in us
Battlewagon Driver with Charged Engine





 Jidmah wrote:
Considering that this edition wants to streamline gameplay as much as possible, you probably roll a number of d6 equal to the transport's passengers and then simply remove that many models of your choosing.

Rolling dice separately costs time and kills shiny cool models, both are things spoiled rules are moving away from.
Reece seems to imply it works the other way. The IC gets his own roll...1 = dead Ghaz.

https://www.youtube.com/watch?v=q93mSf1h67c

at 22:00. Save a command point!

This message was edited 1 time. Last update was at 2017/05/23 03:16:26


 
   
Made in ca
Feral Wildboy with Simple Club




Montreal

 JimOnMars wrote:
 Jidmah wrote:
Considering that this edition wants to streamline gameplay as much as possible, you probably roll a number of d6 equal to the transport's passengers and then simply remove that many models of your choosing.

Rolling dice separately costs time and kills shiny cool models, both are things spoiled rules are moving away from.
Reece seems to imply it works the other way. The IC gets his own roll...1 = dead Ghaz.

https://www.youtube.com/watch?v=q93mSf1h67c

at 22:00. Save a command point!
Makes sense, they are not in the same unit, they are only in the same transport.

You roll 10D6 for your 10 boyz, choosing your rokkit boy and nob last. But then you roll your warboss, and you pray.

   
Made in gb
Stealthy Grot Snipa





Well maybe the one saving grace is our characters can be quite cheap for a decent beatstick stat line.

SO SPAM DEM WARBOSSES! and pray your opponent rolls those 1's! Atleast (well as they implied) if the rule sucks balls, they can change it a bit faster than in previous editions. But as im going for walker spam. Im just gona sit my IC's in my morkanaut till hes close enough to get crumpin'

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

 
   
Made in fr
Regular Dakkanaut



France

I am still hoping for a real psyker yeahhhhh!!!!

40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Well, a couple of years ago I had a player field four battlewagons full of AOBR warbosses in an apoc game.

Trust me, the face of our opponents was priceless when they realized what was inside those battlewagons they ignored all game long.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 fr
Regular Dakkanaut



France

 Jidmah wrote:
Well, a couple of years ago I had a player field four battlewagons full of AOBR warbosses in an apoc game.

Trust me, the face of our opponents was priceless when they realized what was inside those battlewagons they ignored all game long.

I thought you have to tell them what is inside ^^

40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






They simply never asked. They dismissed the couple of battlewagons deployed on the side and tried to kill all the stompas, nob bikers, a formation of 30 deffkoptas and other obvious threats first. Is was a 40k points vs 40k points game after all.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Dakka Veteran




Colorado Springs

Ork Focus article will be out on Thursday.
   
Made in us
Nasty Nob






what!? where did it say?

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:
what!? where did it say?
Right at the end of the article. It's coming ladz! Weird that they previewed something for Thursday and not tomorrow - are we expecting something else tomorrow that I'm not aware of?
   
Made in us
Dakka Veteran




Colorado Springs

Down at the bottom.

https://www.warhammer-community.com/2017/05/23/warhammer-40000-faction-focus-death-guard/

Another fine article from Frankie there… wait… what’s that? Can you hear that, off in the distance? Sounds like a Waaagh! is headed this way… come back on Thursday to learn about Orks in the new edition.




Automatically Appended Next Post:
 Jambles wrote:
 davou wrote:
what!? where did it say?
Right at the end of the article. It's coming ladz! Weird that they previewed something for Thursday and not tomorrow - are we expecting something else tomorrow that I'm not aware of?


Faction focus is every other day. Tomorrow will probably be fluff related.

This message was edited 1 time. Last update was at 2017/05/23 16:40:23


 
   
Made in ca
Feral Wildboy with Simple Club




Montreal

I'm a bit sad for lootas. Mine were always in ruins with a 4+ cover. Now lootas in ruins will probably have a 5+ save (4+ for subsequent rounds if we use Cities of Death) that gets diminished by weapon AP. Lot less durability right there. Ignore cover weapons were ruining their day, however...

   
Made in us
Battlewagon Driver with Charged Engine





Ashkayel wrote:
I'm a bit sad for lootas. Mine were always in ruins with a 4+ cover. Now lootas in ruins will probably have a 5+ save (4+ for subsequent rounds if we use Cities of Death) that gets diminished by weapon AP. Lot less durability right there. Ignore cover weapons were ruining their day, however...
It will be interesting to see if non-boyz units can take armor. The more a unit is worth in points, the more valuable armor becomes, assuming it's cost is the same for all units.

I'd pay 4 points for 4+ on lootas, in a heartbeat. Maybe we'll find out Thursday, if they feature an elite or heavy infantry unit.
   
Made in it
Waaagh! Ork Warboss




Italy

Ashkayel wrote:
I'm a bit sad for lootas. Mine were always in ruins with a 4+ cover. Now lootas in ruins will probably have a 5+ save (4+ for subsequent rounds if we use Cities of Death) that gets diminished by weapon AP. Lot less durability right there. Ignore cover weapons were ruining their day, however...


But lootas will probably get a buff with the rend system as they would likely get a -2 which makes them quite effective against 2+ and 3+ armours. Maybe their S7 weapons can even cause more than a single wound. And with tougher vehicles full of orks that can strike first lootas won't be a primary target anymore.

 
   
Made in us
Nasty Nob





United States

Considering Lootas have been Heavy D3 forever they could throw them a bone and let them do a flat 2 Damage

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






There isn't really any reason for them to do that though. Almost all weapons have been translated the new edition by a set formula, so lootaz would simply end up being heavy d3 S7 AP -1. Also keep in mind that deff guns are our version of autocannons, they won't buff them and not heavy weapon teams, predators and other, similar units.

However, they didn't get that much worse.
First of all, their survivability is slightly increased as S6 and S7 weapons no longer wound them on 2s but on 3s, which are best at killing light infantry. You also no longer need to worry about spacing or deep striking flamers at all.
Second, assuming 30 shots on average, lootaz can now:
- Take 1.66 wounds of any vehicle not in cover that's T8 or higher, including monoliths, landraiders, leman russes and battlewagons - previously they were unable to harm those or only glance them on 6's (0.66 glances from 15 lootaz)
- Kill 3.3 MEQ out of cover, previously 2.2

In general, they got a lot better at dealing with well armored targets and only slightly worse at dealing with light armor. You now have gun that is dangerous to everything from guardsman to land raider, and that's good, right?

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 ru
!!Goffik Rocker!!






If something, autocannons now deal d3 wounds iirc. So, you can expect deffguns to be heavy d3, s7, ap-1, damage d3.
   
Made in ca
Feral Wildboy with Simple Club




Montreal

 koooaei wrote:
If something, autocannons now deal d3 wounds iirc. So, you can expect deffguns to be heavy d3, s7, ap-1, damage d3.
That would be fair. Dealing only 1 damage would be very bad, but D3 is ok.

   
Made in us
Dakka Veteran




Colorado Springs

I wonder how many games I'll need to remember that we can take our t-shirt save most times now instead of just picking up models when something looks at them.
   
Made in us
Battlewagon Driver with Charged Engine





Heavy D3 is much less random than Heavy D3*.
*roll once for the whole unit after choosing the target.

That would be an improvement even without D3 damage.

Also...

Is this a buggy tire?

https://www.warhammer-community.com/2017/05/24/rumour-engine-may-24th-2017/



This message was edited 1 time. Last update was at 2017/05/24 14:19:19


 
   
Made in us
Nasty Nob





United States

Tracks off a new looted leman russ

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in ca
Feral Wildboy with Simple Club




Montreal

 JimOnMars wrote:
Heavy D3 is much less random than Heavy D3*.
*roll once for the whole unit after choosing the target.

That would be an improvement even without D3 damage.

Also...

Is this a buggy tire?

https://www.warhammer-community.com/2017/05/24/rumour-engine-may-24th-2017/

Having to throw 15 dices to count the number of shots seems to be an unwanted step. But it will happen now with flamers, blasts and such. I wonder what will happen with the lootas.

Yep, that could be a buggy tire.

   
Made in us
Dakka Veteran




Colorado Springs

Ashkayel wrote:
 JimOnMars wrote:
Heavy D3 is much less random than Heavy D3*.
*roll once for the whole unit after choosing the target.

That would be an improvement even without D3 damage.

Also...

Is this a buggy tire?

https://www.warhammer-community.com/2017/05/24/rumour-engine-may-24th-2017/

Having to throw 15 dices to count the number of shots seems to be an unwanted step. But it will happen now with flamers, blasts and such. I wonder what will happen with the lootas.

Yep, that could be a buggy tire.


Aha, the true Ork advantage for 8th is revealed. We will flourish with our ability to roll mounds of dice at lightning speed while those Astartes wonks will flounder when the dice count goes higher than 3.
   
Made in gr
Tough-as-Nails Ork Boy




Athens

Confuse the enemy with high numbers of dice rolls and you win the game
"old ork proverb"

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in us
Lone Wolf Sentinel Pilot






Well, with the Ork faction focus just around the corner, I'm getting awfully excited to see what unit examples the reveal.

Revel in the glory of the site's greatest thread or be edetid and baned!
 BobtheInquisitor wrote:
Every trip to the FLGS is a rollercoaster of lust and shame.

DQ:90S++G+M+B++I+Pw40k13#+D+A++/sWD331R++T(S)DM+ 
   
Made in us
Nasty Nob






Holy crap.

Mob rule has no upper limit to modify leadership.

If your mob is small, you can use the number from a larger nearby mob.

Both painboy and Mek force-field confer to units again.

Warbosses can ignore LD tests by smashing a few boys!

we got a weird boy teleport!

Big choopa is rend -1!

Choppas have the same rule as chainswords.

Faction Focus returns today accompanied by a copious amount of shouting, dakka and smoke, as Reece gives us the low down on Orks:



WAAAGH!! Are you ready to stomp and smash? Krump and loot? Well then ‘ere we go!

Orks are a tremendously fun faction to love in the Warhammer 40,000 universe. They bring a slight sense of levity to the grim darkness of endless war with their insane enthusiasm for battle and ability to thrive in a galaxy most factions are simply struggling to survive in – and all the while they remain ferociously menacing.



Orks have had their ups and downs on the tabletop over the years. They’ve often been seen as the army that was fun to play but that perhaps did not win too many games. Their most recent iteration in the current version of Warhammer 40,000 gives them quite a few tools and fun, themed army build options, but they have some weaknesses that can be difficult to overcome. Having nearly no invulnerable saves throughout their army but needing to get into melee to do the majority of their damage means they are at a massive disadvantage against armies with high durability. Units with lots of characters from different factions all providing bonuses to each other cause the most problems, and can leave Orks to be overwhelmed in close combat, where they’re meant to shine. As an Ork player, I certainly know this pain all too well.

In the new edition of Warhammer 40,000, this changes, and all I can say is praise be to Gork…or maybe Mork! One of the biggest changes for Orks is the way the new AP system impacts both their offence and defence. Units like Meganobz, who have a 2+ save (and now 3 Wounds!), will find themselves being able to soak hits from things that used to kill them in one shot and keep on killin’ thanks to the save they now get. A lascannon, for example, doesn’t bypass their armour entirely and they have decent odds of surviving, even if they fail their save.



But what about the basic grunt in the Ork army, you may be asking? What about da Boyz? You so rarely see Ork Boyz on the table these days, and an Ork Nob, often swinging last in combat with nothing but a lowly 6+ save to protect him, was not exactly a feared opponent in a challenge.

Boyz will get their save against most light weapons now, as a 6+ is not ignored by so many weapons as it once was. Also, as there are no more challenges in melee, a Nob will no longer be forced to focus all his attention on smashing just one foe. Excitingly, it won’t always be a no-brainer choice to take a power klaw, either. The Big Choppa is now quite an appealing choice thanks to a more scalable AP system, and the kombi-skorcha is positively mean!



Morale is not nearly as problematic for Orks as it was, either. The Boyz have multiple layers of morale defence built into their army. The best way to mitigate it is by having a Warboss within 3″ of a unit of Orks; he can simply knock a few of them senseless (D3, to be exact) to keep the rest of the Boyz in line and in the fight. Nobz squads also help to keep Orks from leggin’ it by rolling a D6 for each nearby Ork that tries to flee, and on the result of a 6, they do not. These are all in addition to the Mob Rule! which allows a unit of Orks to use a leadership value equal to their unit size or the leadership value of a nearby Ork unit. These are great for keeping big mobs of Boyz in the fight!

But that’s not all, folks! Orks, you will find, are all about layering bonuses onto the Boyz for force multiplication. I’ve listed a few of them so far, but there are many more. A Painboy gives nearby Ork Infantry and Biker units a 6+ save against wounds suffered. A Big Mek with a Kustom Force Field gives nearby Ork units a 5+ invulnerable save against shooting attacks. And by the way, you can take BOTH of these saves! There are many more bonuses available to you, depending on how you build your army, but my favourite is the Warboss’s WAAAGH! ability, which allows friendly Ork units within 6″ to charge even if they advanced. Combine this with the ‘Ere We Go special rule that allows Orks to re-roll failed charge rolls and holy smokes, you’ve got a fighting force to be feared!



There’s so much more to discuss but alas, I am running out of space. Ork players should be pumped, as so much of that classic melee mob Orky playstyle now pays off. Blow the dust off of your Killa Kans and Gorkanauts and get ready for a WAAAGHly good time (sorry, I couldn’t help myself!).

One last little tidbit though, before I go: the Ork Weirdboy is a fantastic choice in the new edition, and one of his powers, Da Jump, is particularly awesome. It allows an Ork Infantry unit within 6″ of the Weirdboy to be teleported to any point more than 9″ away from enemy units on the battlefield (and remember, no more scattering!). This makes for quite the nasty surprise when a mob of 30 Ork Boyz appears behind enemy lines!

This message was edited 2 times. Last update was at 2017/05/25 15:09:07


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.

 
   
 
Forum Index » 40K General Discussion
Go to: