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Made in us
Fresh-Faced New User




 Vineheart01 wrote:
The decision on whether or not i try to get that box hinges on unit sizes.

I have a sneaky suspicion that Squigriders are a 4man squad. Why?
A) GW has been doing this lately where new units are in unusually small packs
B) That 4th one, the Nob, is noticably larger and even bigger base. Theres no way he can be swapped with parts to become "normal" - which means worthless model if you buy a 2nd kit to add to the unit.

Though im not sure if Beast Snaggas are 20man max or if thats just whats in the box. Kinda hoping they arent able to go higher.


I don't think the Squighog riders are squads of 4, I think they are smaller. For me it looks like a squad of 3 Squighog Riders (with no nob), similar in count to Warbikes, GoreGruntas, and Morrsarr Guard. GW loves doing bikes/cavalry in squads of 3, 5, or 10 based on how elite they are. 3 models makes more sense than 4. The only cavalry unit that contains 4 model is the Mournfang cavalry, and that's just because they used to have 2 until the box was doubled for AoS.

I think the Smasha Squig Nob is going to be a separate unit/character, like a Nob with Warbanner or how the Akhelian Allopex is separate from the Akhelian Cavalry. The reason why I think this is because the base size is so different, and modern GW tends to not mix base sizes within the same unit. It also looks a lot different than the squighog boyz, with a weapon loadout more targeted for killing beakies (big choppa and slugga) than for killing tanks (the Squighogs with their rokkit spears, throwing bombs, and bomb squig).

Edit 1: spelling
Edit 2: Also the Smasha Squig Nob is positioned away from the Squighog riders in the image of them fighting Space Marines. Usually GW is pretty good about keeping unit coherency in promotional pictures, you rarely find a Nob/Sergeant detached from his squad.

This message was edited 2 times. Last update was at 2021/05/08 05:41:16


 
   
Made in ca
Stormin' Stompa






I would assume that as well, since it plugs up one of their main issues with the Ork line, which was a significant lack of plastic HQ characters beyond the Big Meks with SAG and the one in mega armour.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






There also are a few pictures where the riders are in numbers of 5, plus there are multiple drawings of one of the riders wielding a klaw similar to the snagga claw the wartrike has, which has not been visible in any of the diorama pictures.

So units of 3-6 are not unlikely. That would mean up to two boxes per units which matches how marines do it for their gravis elites.

This message was edited 1 time. Last update was at 2021/05/08 08:10:39


Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in dk
Dakka Veteran




Danmark

Im stoked for the new models at least. Monopose makes me sad but i will definitely go grab some of those Hog boyz.

Heres to a change i hope for: Painbosses or painboys being able to heal Squiggoth units, like the garg squig and regular squiggoth.

or at the very least, give more synergy between those 2 units. The only synergy we have is ghaz being able to make them charge after advancing, but as it stands, Goffs probably arent the best Squiggoth faction.

This message was edited 2 times. Last update was at 2021/05/08 14:18:58


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

- About Dawn of War 3 
   
Made in nl
Been Around the Block




 Vineheart01 wrote:
Freeboota does trigger off other freebootas but if your detachment is freeboota then everything is freeboota, not just flashgitz


But grots arent freebootaz? Or do they just not get the bonuses?
   
Made in us
Fresh-Faced New User




pepi55 wrote:
 Vineheart01 wrote:
Freeboota does trigger off other freebootas but if your detachment is freeboota then everything is freeboota, not just flashgitz


But grots arent freebootaz? Or do they just not get the bonuses?


My understanding is the latter. They are freebootaz because they are a part of the detachment, but gretchin do not receive the benefits of kultur.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

having the keyword and not benefiting from the kulture are 2 different things.

Gretchin units are still whatever kulture you selected, but dont benefit from the rule. The only reason the Gretchin trigger Freeboota aura is because its backwards what you would think.

Its not "I killed a unit. Friendly freebootas within 24 can now add +1 to hit"
Its "HEY! DAT GIT KILLED ONE! WE CAN DO BETTA!" within 24"

Aura is on the unit getting the +1 and it sees another Freeboota kill something, it goes off.

This message was edited 1 time. Last update was at 2021/05/08 20:50:52


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in cz
Smokin' Skorcha Driver





Prague

I' m really interested in Ork secondaries.

8000pt 
   
Made in ca
Stormin' Stompa






 Tomsug wrote:
I' m really interested in Ork secondaries.


I think this is a big one for me as well. Depending on what they plan to do with grots, I could see one of the secondaries being fulfilled by grots exclusively or done better by grots as a way of incentivizing their usage without having to up their damage output or defensive ability. We should definitely be getting some kind of secondary where we have more units on the table in combat than out of combat by the end of our turn, given how Orks always want to get stuck in.
   
Made in dk
Dakka Veteran




Danmark

 Tomsug wrote:
I' m really interested in Ork secondaries.


I am super stoked for the ork secondaries as well. I feel like most of the secondaries just dont make sense for how the orks are meant to play. There are so many Killing objectives that just dont work for us. We often play with many models that arent duable, making Grind them down difficult, and Thin their ranks is used on us more than we use it on others.

Objectives like making X charges could be fun to bring back, or, as you guys said, Grot specific missions.

This message was edited 1 time. Last update was at 2021/05/08 21:52:23


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

- About Dawn of War 3 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Grot missions make a lot of sense because lets be real the only proper Ork one is "HIT'M HARD" be it charge a bunch or kill units in melee.

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
Stormin' Stompa






 Vineheart01 wrote:
Grot missions make a lot of sense because lets be real the only proper Ork one is "HIT'M HARD" be it charge a bunch or kill units in melee.


I'd even like it if they made grots regain "It's a Grot's Life" rule but rewritten so they don't count towards casualties for objective purposes for enemy secondaries. But given that the majority of factions haven't been given secondaries yet, it might be too soon for that.
   
Made in us
Longtime Dakkanaut




Considering beast snaggas are akin to speed freaks and are only a “type” of ork not kultur.
What I’m Most interested in the new codex is how that are going to integrate subkultures such as tin’eads, grot mobs, etc and kustom jobs and possibly any vigilus relics and abilities.
How are they going to handle grots with kulturs and points..
And if any units go into legends (deffkopta is looking ripe).

This message was edited 1 time. Last update was at 2021/05/08 22:25:52


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





Nebraska, USA

honestly the subkulture thing i could see totally going away, it unlike kustomjobs is rather niche.
That, or it gets reworked to the kustomklans mechanic. If we get one.

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
Growlin' Guntrukk Driver with Killacannon





A mate is also convinced that we'll get kustom cultures like many other factions did. I'm sort of doubtful. A new batch of Relics that are actually usable would be nice. Keeping most of the klan spells and the Kustom jobs would also be great.

Anything that lets us build more or different lists. The current ork meta is fairly stagnate to say the least.
   
Made in gb
Bounding Assault Marine




UK

After seeing how close to the tapestry the new model previews are, have had another look through the tapestry video and a couple of bits stood out - what I assume are normal boyz and meganobz are clearly different to the current range - the boyz are packing shoulder mounted heavies (although this could just be lootas mixed in with boyz), and the meganob shown is weird due to A) having a shoota/choppa style loadout (all current meganobz have klaws/saws?), and B) seems to be leading a mob of boyz (although could just be a meganobz mob mixing it up for the sake of the art).

If the loner choppa meganob and shoulder guns are new (both potentially being part of updated boyz), this would essentially make every single part of the tapestry a new kit right?
[Thumb - tapestry.gif]

   
Made in us
Longtime Dakkanaut




I can’t see them redoing the meganob kit.. that kit is only a few years old. I think at best we get the mega armor warboss with a few loadout options though.

While doubtful I’d love for a Nazdreg Ug Urdgrub loadout.

I’m also assuming any new units not in this release will be in the new codex... I can’t see GW release a new codex and NOT include a new units rules that immediately released after like the theorized squiggoth chariot.

This message was edited 1 time. Last update was at 2021/05/09 00:21:44


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Meganobs with choppas and shootas would be an odd loadout anyway, cheap and tough but next to no actual damage output. Upon saying that they would be an interesting objective holding unit.
   
Made in nz
Longtime Dakkanaut





New Zealand

gungo wrote:
And if any units go into legends (deffkopta is looking ripe).


Yes, either we're about to get a deffkopta kit (even a minor recut of the nearly-10-years-old Assault on Black Reach sprues would do, but I don't expect that), or they'll be gone for good, which seems more likely :(
   
Made in cz
Smokin' Skorcha Driver





Prague

 Clang wrote:
gungo wrote:
And if any units go into legends (deffkopta is looking ripe).


Yes, either we're about to get a deffkopta kit (even a minor recut of the nearly-10-years-old Assault on Black Reach sprues would do, but I don't expect that), or they'll be gone for good, which seems more likely :(


I have 18 AOBR deffkoptas in my “future projects bits” box. I hope, your' re wrong.

Back to what is important. Face to the fact, the box with codex comes “soon” there is about 3 months in front of us, before we have the new rules in hands. So let' s play some hammer with the current rule.

Jidmah, how was your list doing?

I see you have no KFF.

Does it even worth it to have a 5++ Big Mek with KFF in wide 6++ buggy army? I use it, but I doubt about it for a long time. I have few CPs left after burning them for KJ, so I will never use 3CP 18” extension. So I will cover let' s say 1/3 of my buggy army. Clever opponent shoots at the rest, or ignores it at all, becaus… hey, 5++? Who cares? My mom has better invu…


Automatically Appended Next Post:
Hey hey hey!

Deathskull clan ability:

“… In addition, you can re-roll a single hit roll, a single wound roll, and a single damage roll for each unit with this kultur each time it shoots or fights. ….”

I play it all the time like once per phase, but this sounds, that if I fight/shoot again, I can rerolling again in the same phase! Is it right, or is it just a sunday morning?

Aaand one more sunday morning idea - Deathskull Clan Psychic power seems to be fine againts dudes like Mortarion - gives him -1 to hit againts me and makes Big Shootas AP-1. Am I right or do I miss something?

This message was edited 4 times. Last update was at 2021/05/09 07:53:13


8000pt 
   
Made in dk
Dakka Veteran




Danmark

 Tomsug wrote:
 Clang wrote:
gungo wrote:
And if any units go into legends (deffkopta is looking ripe).


Yes, either we're about to get a deffkopta kit (even a minor recut of the nearly-10-years-old Assault on Black Reach sprues would do, but I don't expect that), or they'll be gone for good, which seems more likely :(


I have 18 AOBR deffkoptas in my “future projects bits” box. I hope, your' re wrong.

Back to what is important. Face to the fact, the box with codex comes “soon” there is about 3 months in front of us, before we have the new rules in hands. So let' s play some hammer with the current rule.

Jidmah, how was your list doing?

I see you have no KFF.

Does it even worth it to have a 5++ Big Mek with KFF in wide 6++ buggy army? I use it, but I doubt about it for a long time. I have few CPs left after burning them for KJ, so I will never use 3CP 18” extension. So I will cover let' s say 1/3 of my buggy army. Clever opponent shoots at the rest, or ignores it at all, becaus… hey, 5++? Who cares? My mom has better invu…


Automatically Appended Next Post:
Hey hey hey!

Deathskull clan ability:

“… In addition, you can re-roll a single hit roll, a single wound roll, and a single damage roll for each unit with this kultur each time it shoots or fights. ….”

I play it all the time like once per phase, but this sounds, that if I fight/shoot again, I can rerolling again in the same phase! Is it right, or is it just a sunday morning?

Aaand one more sunday morning idea - Deathskull Clan Psychic power seems to be fine againts dudes like Mortarion - gives him -1 to hit againts me and makes Big Shootas AP-1. Am I right or do I miss something?


You are not missing anything. If you fight again you can reroll all the things again. Like, if you used Da boomer and you fire at the same target for the total amount of 4D6, you would reroll 2 hits, 2 wounds, 2 damage rolls, because you get 1 reroll (hit/wound/dmg) per 2D6 you shoot.

Same for scrapjets. You reroll once per fighting you are doing, so after consolidating where you fight again, you can reroll your hit and wounds and damage once more.

The Weirdboy power is good yes, -1 AP to all your units that are deathskulls hitting the person, + him hitting on a -1 is great. Its a must take id say if you DO use a deathskulls weirdboy

This message was edited 2 times. Last update was at 2021/05/09 08:24:07


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

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Vineheart01 wrote:
having the keyword and not benefiting from the kulture are 2 different things.

Gretchin units are still whatever kulture you selected, but dont benefit from the rule. The only reason the Gretchin trigger Freeboota aura is because its backwards what you would think.

Its not "I killed a unit. Friendly freebootas within 24 can now add +1 to hit"
Its "HEY! DAT GIT KILLED ONE! WE CAN DO BETTA!" within 24"

Aura is on the unit getting the +1 and it sees another Freeboota kill something, it goes off.


Exalted for the most orky rules explanation ever.


Automatically Appended Next Post:
 Tomsug wrote:
Jidmah, how was your list doing?

It's next week, today is Mother's day in Germany and I won't risk the wrath of the wife mind and her nids by running off to play with some BSDM elves

I see you have no KFF.

Does it even worth it to have a 5++ Big Mek with KFF in wide 6++ buggy army? I use it, but I doubt about it for a long time. I have few CPs left after burning them for KJ, so I will never use 3CP 18” extension. So I will cover let' s say 1/3 of my buggy army. Clever opponent shoots at the rest, or ignores it at all, becaus… hey, 5++? Who cares? My mom has better invu…

The naut has a KFF to take an apha-strike, after turn 1 buggies are too spread out to cover them anyways. KFF characters are too slow to keep up and just end up dead, the legends mek on warbike is too expensive and too squishy. I haven't played a mek in my buggy list since SotB, it's either morkanaut or wazbomm.

Hey hey hey!

Deathskull clan ability:

“… In addition, you can re-roll a single hit roll, a single wound roll, and a single damage roll for each unit with this kultur each time it shoots or fights. ….”

I play it all the time like once per phase, but this sounds, that if I fight/shoot again, I can rerolling again in the same phase! Is it right, or is it just a sunday morning?

That seems to be... correct. Especially good in combination with korkscrew.

Aaand one more sunday morning idea - Deathskull Clan Psychic power seems to be fine againts dudes like Mortarion - gives him -1 to hit againts me and makes Big Shootas AP-1. Am I right or do I miss something?

It's WC7 and thus rather unreliable unless you run a pile of boyz. If you run a pile of boyz, you are better of with goff. Assuming you do run enough models to get some cast bonus, it's a pretty decent power, but I prefer warpath and fists of gork over seizures as even a successful cast often results in nothing depending on your opponent's rolls.

In the end, Mortarion doesn't give a damn about -1 to hit (WS2+, full rerolls) and a smite or da krunch are likely going to do more damage than reducing his safe from 3+ to 4++. He also has denies and being within 18" of him usually means getting charged next turn.

If you find yourself in the position of facing DG with a weird boy that has maniacal seizures, you are much better off casting it on deathshrouds, blightlords or plague marine units with flails, as it will greatly reduce their ability to handle hordes and makes them much easier to wittle down. Worst case, your opponent spends a CP to offset the -1 to hit for a phase.
If you can get in range a PBC also makes a good target, as the weapons are powerful but have few shots, -1 to hit is rather anoying on them.

This message was edited 3 times. Last update was at 2021/05/09 11:01:42


Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in cz
Smokin' Skorcha Driver





Prague

 Jidmah wrote:

Automatically Appended Next Post:
 Tomsug wrote:
Jidmah, how was your list doing?

It's next week, today is Mother's day in Germany and I won't risk the wrath of the wife mind and her nids by running off to play with some BSDM elves


That' s clever

 Jidmah wrote:

Automatically Appended Next Post:

I see you have no KFF.
Does it even worth it to have a 5++ Big Mek with KFF in wide 6++ buggy army? I use it, but I doubt about it for a long time. I have few CPs left after burning them for KJ, so I will never use 3CP 18” extension. So I will cover let' s say 1/3 of my buggy army. Clever opponent shoots at the rest, or ignores it at all, becaus… hey, 5++? Who cares? My mom has better invu…

The naut has a KFF to take an apha-strike, after turn 1 buggies are too spread out to cover them anyways. KFF characters are too slow to keep up and just end up dead, the legends mek on warbike is too expensive and too squishy. I haven't played a mek in my buggy list since SotB, it's either morkanaut or wazbomm.

Pay 20p to shift 6++ to 5++ on some units in T1 makes sence. Pay 60p or more and one HQ slot seems hard to justify more and more…

 Jidmah wrote:

Automatically Appended Next Post:

Aaand one more sunday morning idea - Deathskull Clan Psychic power seems to be fine againts dudes like Mortarion - gives him -1 to hit againts me and makes Big Shootas AP-1. Am I right or do I miss something?

It's WC7 and thus rather unreliable unless you run a pile of boyz. If you run a pile of boyz, you are better of with goff. Assuming you do run enough models to get some cast bonus, it's a pretty decent power, but I prefer warpath and fists of gork over seizures as even a successful cast often results in nothing depending on your opponent's rolls.

In the end, Mortarion doesn't give a damn about -1 to hit (WS2+, full rerolls) and a smite or da krunch are likely going to do more damage than reducing his safe from 3+ to 4++. He also has denies and being within 18" of him usually means getting charged next turn.

If you find yourself in the position of facing DG with a weird boy that has maniacal seizures, you are much better off casting it on deathshrouds, blightlords or plague marine units with flails, as it will greatly reduce their ability to handle hordes and makes them much easier to wittle down. Worst case, your opponent spends a CP to offset the -1 to hit for a phase.
If you can get in range a PBC also makes a good target, as the weapons are powerful but have few shots, -1 to hit is rather anoying on them.


I have 1-2 squads of 10 Boyz on the list anyway. It' s already +2 on Psychic test. Goffs are not a topic, we' re speaking about deathskull buggy list with support of Kannonwagon, Gunwagon and Battlewagon. I ' m thinking about how to use a Weirdboy in such list and there is definitely a few options.

Da Jump is obvious to help me with mobility of my small infantry squads. But I use it once, maybe twice per game. No more.

So what next? What will be the second Psychic power?

Fists of Gork are definitely an option. My warboss on Warbike likes it but again, I gues I will use once in a battle.

Maniacal Seizure seems to be “all-game-long” spell that helps me to weaken the enemy and improve my shooting. But your points are right - not every target is the right one for this.


Warpath is useless on buggy list imho.

8000pt 
   
Made in us
Battlewagon Driver with Charged Engine





 Insularum wrote:
After seeing how close to the tapestry the new model previews are, have had another look through the tapestry video and a couple of bits stood out - what I assume are normal boyz and meganobz are clearly different to the current range - the boyz are packing shoulder mounted heavies (although this could just be lootas mixed in with boyz), and the meganob shown is weird due to A) having a shoota/choppa style loadout (all current meganobz have klaws/saws?), and B) seems to be leading a mob of boyz (although could just be a meganobz mob mixing it up for the sake of the art).

If the loner choppa meganob and shoulder guns are new (both potentially being part of updated boyz), this would essentially make every single part of the tapestry a new kit right?


Am I blind? I dont see any shoulder mounted guns on boyz here.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I think those are just lootas.

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in gb
Bounding Assault Marine




UK

 Billagio wrote:
 Insularum wrote:
After seeing how close to the tapestry the new model previews are, have had another look through the tapestry video and a couple of bits stood out - what I assume are normal boyz and meganobz are clearly different to the current range - the boyz are packing shoulder mounted heavies (although this could just be lootas mixed in with boyz), and the meganob shown is weird due to A) having a shoota/choppa style loadout (all current meganobz have klaws/saws?), and B) seems to be leading a mob of boyz (although could just be a meganobz mob mixing it up for the sake of the art).

If the loner choppa meganob and shoulder guns are new (both potentially being part of updated boyz), this would essentially make every single part of the tapestry a new kit right?


Am I blind? I dont see any shoulder mounted guns on boyz here.

In the current range big shootas and rokkit launchas are fired from the hip, in the tapestry images there are a couple of clumps of boyz where they have over the shoulder weapons more like what Lootas use - this could just be artistic licence and the image is meant to represent an assortment of random Orks - but it seems odd that in all instances it is mostly Boyz with 1 heavy or 1 meganob like if they were to get a new kit with these as options. Probably just wishful thinking on my part though that Boyz will get some meaningful new options.
[Thumb - tapestry1.gif]

[Thumb - tapestry3.gif]

   
Made in au
Growlin' Guntrukk Driver with Killacannon





 Insularum wrote:
 Billagio wrote:
 Insularum wrote:
After seeing how close to the tapestry the new model previews are, have had another look through the tapestry video and a couple of bits stood out - what I assume are normal boyz and meganobz are clearly different to the current range - the boyz are packing shoulder mounted heavies (although this could just be lootas mixed in with boyz), and the meganob shown is weird due to A) having a shoota/choppa style loadout (all current meganobz have klaws/saws?), and B) seems to be leading a mob of boyz (although could just be a meganobz mob mixing it up for the sake of the art).

If the loner choppa meganob and shoulder guns are new (both potentially being part of updated boyz), this would essentially make every single part of the tapestry a new kit right?


Am I blind? I dont see any shoulder mounted guns on boyz here.

In the current range big shootas and rokkit launchas are fired from the hip, in the tapestry images there are a couple of clumps of boyz where they have over the shoulder weapons more like what Lootas use - this could just be artistic licence and the image is meant to represent an assortment of random Orks - but it seems odd that in all instances it is mostly Boyz with 1 heavy or 1 meganob like if they were to get a new kit with these as options. Probably just wishful thinking on my part though that Boyz will get some meaningful new options.


Maybe we'll get lucky and GW will just say, ZOG IT and let us have options such as Lootas and Meganobz be unit upgrades? Because those weapons mentioned speak very heavily of loota weapons. On the other hand GW is going to screw us all and make the 4 different weapons in the kit different profiles like they did for Kan weapons?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Insularum wrote:
 Billagio wrote:
 Insularum wrote:
After seeing how close to the tapestry the new model previews are, have had another look through the tapestry video and a couple of bits stood out - what I assume are normal boyz and meganobz are clearly different to the current range - the boyz are packing shoulder mounted heavies (although this could just be lootas mixed in with boyz), and the meganob shown is weird due to A) having a shoota/choppa style loadout (all current meganobz have klaws/saws?), and B) seems to be leading a mob of boyz (although could just be a meganobz mob mixing it up for the sake of the art).

If the loner choppa meganob and shoulder guns are new (both potentially being part of updated boyz), this would essentially make every single part of the tapestry a new kit right?


Am I blind? I dont see any shoulder mounted guns on boyz here.

In the current range big shootas and rokkit launchas are fired from the hip, in the tapestry images there are a couple of clumps of boyz where they have over the shoulder weapons more like what Lootas use - this could just be artistic licence and the image is meant to represent an assortment of random Orks - but it seems odd that in all instances it is mostly Boyz with 1 heavy or 1 meganob like if they were to get a new kit with these as options. Probably just wishful thinking on my part though that Boyz will get some meaningful new options.


Both those pictures are lootas.
Spoiler:


The first picture is the one in the back, the other one looks like a kit bash smiliar to the two in the front. Keep in mind that they even use a rather famous scratch build to depict kommandoz instead of their own models.

I wouldn't be against putting lootas in boyz mobs though. Especially for boyz sitting on objectives a deffgun or two wouldn't be too bad. Maybe mob up gets fixed in a way to allow you to embed such unit into boyz mobs?

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
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Evolution is a fact
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Screamin' Stormboy





 Insularum wrote:
In the current range big shootas and rokkit launchas are fired from the hip, in the tapestry images there are a couple of clumps of boyz where they have over the shoulder weapons more like what Lootas use - this could just be artistic licence and the image is meant to represent an assortment of random Orks - but it seems odd that in all instances it is mostly Boyz with 1 heavy or 1 meganob like if they were to get a new kit with these as options. Probably just wishful thinking on my part though that Boyz will get some meaningful new options.
I´d say that´s over analyzing. Lootas as Burnas is a box and defined units. Apart from some slight fiddling with boss options and points skewing I wouldn´t expect much change. E.g. Burnas could drop a point.

The major new stuff model wise will be the Beastsnaggas (and the odd missing thing like the already pictured Mega Warboss). Same unit wise. Our main upgrade is points fix, modernized strats and most important, secondaries.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






New options are unlikely, if anything options will get cut down or match the box more closely. For example, spannas might become mandatory for burnas and lootas or boyz might be able to have a rokkit and a big shoota becaus that's what is in the box.

Outside of that, basically anything on the datasheet is free game. For DG some units have gotten completely reworked bespoke rules.

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