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Made in ru
!!Goffik Rocker!!






Solar Shock wrote:
tele your lootas to the other side of the board


- Ar you going wif uz, Old Squigzgly?
- Ya got to go wifout me.
- We'z not leavin' ya, man!
- GO! (teleports the squad of lootas away)
- NOOOOOOooooo...(tear in the eye)

This message was edited 2 times. Last update was at 2017/05/26 05:53:09


 
   
Made in us
Battlewagon Driver with Charged Engine





 koooaei wrote:
Solar Shock wrote:
tele your lootas to the other side of the board


- Ar you going wif uz, Old Squigzgly?
- Ya got to go wifout me.
- We'z not leavin' ya, man!
- GO! (teleports the squad of lootas away)
- NOOOOOOooooo...(tear in the eye)

lol, but the weirdboy is probably the only one on our side of the table that doesn't want to go, fluffwise.
   
Made in gr
Tough-as-Nails Ork Boy




Athens

I feel overwhelmed. I have a feeling that it will be difficult to choose from walker list/horde list /specialist list. I am very excited that at the moment there is no default choice.

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in ru
!!Goffik Rocker!!






We don't know if walker lists are competitive yet. Kans are likely to suffer from bolters but at least they won't go down en masse to a bunch of scatbikes...probably.
   
Made in gb
Stealthy Grot Snipa





Geemoney wrote:Flash Gitz with -D6 rend/ap would be hilarious.


id goo in my pants. those moments where you give that vehicle no save whatsoever. and then pump it with 30 Str5 shots....
im gona be all like Everytime anyone cries about how stupidly OP they think orks are....
ITS WAAAAGHHHH TIME MUTHAFACKERS


koooaei wrote:
Solar Shock wrote:
tele your lootas to the other side of the board


- Ar you going wif uz, Old Squigzgly?
- Ya got to go wifout me.
- We'z not leavin' ya, man!
- GO! (teleports the squad of lootas away)
- NOOOOOOooooo...(tear in the eye)


All you need is a chain of weirdobyz! All teleportin' each other!
OMG you could literally just fly around the board capping objectives

Imagine an army of grots and weirdboyz, just constantly moving. You could kill fliers by working out where they would have to fly to....... and then cover it with grots!


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

 
   
Made in us
Longtime Dakkanaut





I have had my orks shelved for a long time now because of how un-fun they are to play in 7th. With this news on their coming playstyle I have never been more eager to get the boyz back out on the field and have some fun.

Now I do now wonder if all nobs have three wounds or if its just the MANZ. I am also hoping Ghazy is a proper beast and can stand up to Girlyman. I am hyped for Da Jump, but I am curious as to what its casting value is and if we can reliable use it.

This message was edited 1 time. Last update was at 2017/05/26 09:07:53


 
   
Made in it
Waaagh! Ork Warboss




Italy

Not extremely excited about the latest rumours.

I'm really disappointed with the 6+ granted by painboys, I'm still hoping they can have a 5+ FNP bubble somehow.

Da jump doesn't make weirboyz great, maybe more useful and/or fun to play, but I'd like some other cool powers as I love them.


Automatically Appended Next Post:
 Tibs Ironblood wrote:

Now I do now wonder if all nobs have three wounds or if its just the MANZ..


They should have 3 wounds too, as the megarmor only adds the 2+ save and two weapons.

This message was edited 1 time. Last update was at 2017/05/26 09:24:09


 
   
Made in gb
Smokin' Skorcha Driver




London UK

 Blackie wrote:
Not extremely excited about the latest rumours.

I'm really disappointed with the 6+ granted by painboys, I'm still hoping they can have a 5+ FNP bubble somehow.

Da jump doesn't make weirboyz great, maybe more useful and/or fun to play, but I'd like some other cool powers as I love them.


I'm with you on this, nothing spectacular. The fact that Waagh only affects nearby units is also a bit crap but Orks are gonna benefit far more from the change to the main rules than from special rules. But these newer tweaks are good. Old mob rule with a slight buff is what we have wanted so its still wait and see for actual stat lines.

Cautiously optimistic
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Blackie wrote:
Not extremely excited about the latest rumours.

I'm really disappointed with the 6+ granted by painboys, I'm still hoping they can have a 5+ FNP bubble somehow.


In a vacuum I'd agree, but looking at the big picture (or more like all the puzzle pieces we have of the big picture):
- 4+ armor is no longer ignored by anything that wasn't at least AP 2 before, so plasma, melta, lascannons or lances. None of that was scary before, none of it is scary now. In addition, most of it ignored FNP anyways.
- 6+ armor works against most basic infantry weapons, non-heavy flamers and all those AP5/6 blasts people would only ever field against orks.
- S6 and S7 wounds on 3+ instead of 2+. This includes multi-lasers, scatter lasers, autocannons, assault cannons, supa-skorchas and all the variants of those. Those were scary before, now slightly less scary.
- No flamer or large blast is ever going to kill more than 6 boyz, even if terrain forces you to pile up, your transport got blown away or you fudge your consolidation roll.
- Most flamers will not be able to shoot after deep striking, because their range is less than 9".
- KFF is once more for the entire unit, not just models in range.
- One warboss, one KFF and one painboy can cover 4 units easily by simply walking in the middle of them. Good thing the "regular" detachment now allows for 3 HQs instead of 2.

You get less wounds, more armor and then 6+ on top. In current edition you just got 5+ when the weapons strength was below 8, so I'd say it's a net gain for us, even ignoring that is now confers to multiple units.

Da jump doesn't make weirboyz great, maybe more useful and/or fun to play, but I'd like some other cool powers as I love them.

He also knows smite by default, which (unless improved by his rules) does not need to hit but simply blows up the closest unit when successfully manifested.
In addition his force stave is basically a big choppa now, so he might even be dangerous in combat.
I wouldn't be surprised if he gets a rule related to him being super-charged by nearby boyz and a rule called 'eadbanger, whatever it might do.

Automatically Appended Next Post:
 Tibs Ironblood wrote:

Now I do now wonder if all nobs have three wounds or if its just the MANZ..


They should have 3 wounds too, as the megarmor only adds the 2+ save and two weapons.

Terminator armor now adds a wound to space marines as well. When you think about it, something that's basically vehicle armor adding woulds makes perfectly sense in the new system.

This message was edited 1 time. Last update was at 2017/05/26 11:55:13


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Infiltrating Broodlord






 Jidmah wrote:

I wouldn't be surprised if he gets a rule related to him being super-charged by nearby boyz and a rule called 'eadbanger, whatever it might do.


Might have something like the Weirdnob in Age of Sigmar . He gets a 1+ to his casting/deny rolls with 10 Ork ("Orruk") models within a certain distance of him and a +2 for 20. The drawback is that if he rolls a double the nearest unit within that distance suffers D3 mortal wounds.

Also worth noting that in Age of Sigmar's matched play one can only cast a power once per turn regardless of how many wizards know the power. If they bring that restriction to 40k as well chain teleporting multiple mobs up the field won't be possible outside of non-competitive modes of play.
   
Made in ru
!!Goffik Rocker!!






It's pretty logical cause otherwise you could spam the board with tons of boyz and grots that tarpid stuff to death with a help of nearby biker indeps like a bikerboss or biker painboss. Or, heck, even biker kff mek for protection vs shooting.

Anywayz, deepstriking somehting close to the enemy can be really dangerous. Orks don't have unkillable stuff that can withstand the enemy army's shooting all on it's own...well, maybe a stompa and now a naught - but you can't teleport them. But if you are playing speed freaks, this is going to be a way to provide this ld anchor in the middle of the board for your msu. And now the opponent will have all the boyz in the world ready to charge him next turn from trukks, on foot, falling from the sky. It's gona be so much fun!

Also, if you're playing vs something mellee-oriented, you could use counter-offensive with command points that are now not wasted on ld as we're going to have good ways to mitigate battle shock for at least the first part of the game.

This message was edited 2 times. Last update was at 2017/05/26 12:48:54


 
   
Made in gb
Stealthy Grot Snipa





So:

My boss is at the backlines
Boyz are out of waaagh range
Boyz move
Boyz advance
We tele boss into waaghh range
Can the boyz charge?

I hope so. probably situational, but could be great for duping the enemy a little. Make em think your boyz aren't gona be able to charge them. THEN BAM OUT OF THE WARP COMES A BELLOWING ORK AN ALL DA BOYZ RUSH!

But yeh I can see why chaining weirdboyz will not work. But im hoping we also get to pick some other powers? I used to love the vortex stuff.

As for overall Ork position, like jidmah said; generally the rules changes have made orks stronger overall. The other bits and pieces seem like quality of life changes. especially around morale. I am very hopeful.

Let me put it this way; before almost nothing was viable. Atleast something will be viable. atleast > nothing

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

 
   
Made in ru
!!Goffik Rocker!!






Solar Shock wrote:

I hope so. probably situational, but could be great for duping the enemy a little. Make em think your boyz aren't gona be able to charge them. THEN BAM OUT OF THE WARP COMES A BELLOWING ORK AN ALL DA BOYZ RUSH!


Loving it. Man, this crazy idea generation is the best part about something new.
   
Made in us
Bonkers Buggy Driver with Rockets






 koooaei wrote:
Solar Shock wrote:

I hope so. probably situational, but could be great for duping the enemy a little. Make em think your boyz aren't gona be able to charge them. THEN BAM OUT OF THE WARP COMES A BELLOWING ORK AN ALL DA BOYZ RUSH!


Loving it. Man, this crazy idea generation is the best part about something new.

Giving orks a consistent option for repositioning infantry sparked a flood of ideas, it's interesting that Da Jump is what people are fixated on but given how sparse the article was in crunch I'm just happy we got something confirmed.

Also the duping the enemy isn't going to work a few months into the edition when people learn what the new weirdboy does, they'll expect it and try to play around it just like any other strategy. It's still awesome, just don't expect to take anyone by surprise any more than you'd expect someone to not bubble wrap their important stuff vs GSC in 7e after they've played a few game as against the army.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Tough-as-Nails Ork Boy





Washington, DC

I'm excited for what da jump will mean for hybrid armies. Currently, you are either all foot slogging, or all trukks- now you can zip up with 4 or 5 trukks, and before you can thank Mork your 30 man horde is right up there too!

Check out my gathering Waaagh! of drunken orks: http://www.dakkadakka.com/dakkaforum/posts/list/559908.page 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






You can also teleport your lootaz right into charge range in case you have some enemy units that need 15 green fists to the face.
Since they strike first after charging, there is a decent chance of wiping a tactical squad or stuff like pink horrors in close combat.

OR

You could just have him run with a unit of shoota boyz that you can redeploy to wherever you need additional dakka. For example, right behind the enemies you are about to charge, so they have nowhere to run.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ru
!!Goffik Rocker!!






Don't forget that it's not likely anyone's getting an extra attack on the charge, so the damage per model will lower a bit. But we get to strike first and pick casualties from anywhere we want. So, overall more models get to strike. It's gona be a slight nerf to stuff that doesn't die to much like bikes and meganobz but a buff to unarmored boyz, kommandoes, etc.
   
Made in gb
Stealthy Grot Snipa





Im starting to think grots could be useful as excellent bullet sponges, if they remain reasonably costed large units could be teleported into flanks simply to either engage that turn (if they can charge after tele); thus being able to tie up special weapons teams. The special weapons teams, like plasma, have a low fire rate, something grots can soak so easily now that they dont simply insta leg it. Or even a biker unit. something they'd never be able to catch previously.

Or if they cant charge the enemy, they have to either turn and shoot them to cause enough wounds, so that they will die in overwatch. or dedicate enough shots to wipe them out. And all simply for the price of a grot unit and a weirdboy. If they dont then one of the most underdog unit is going to become a fantastic tool.

We have an every turn; telegrotmissle

You can prevent most gunlines from being able to fall back. As say they have a 2 line defense, at some point they will want to drop the second rank back and.... boom! Then your BW's stuffed full of confetti arrive!

RPG fight commences
A wild grot party appears!
you are surrounded
FLEE
cannot run, enemies block your path!
FIGHT:
- FLAIL HOPELESSLY

10 Grots Die!
Grot A does nothing!
Grot B does nothing!
Grot C does nothing!
Grot D does nothing!
Grot E does nothing!
Grot F does nothing!
Grot G Calls for help!
10 more Grots appear!

This message was edited 2 times. Last update was at 2017/05/26 18:49:13


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

 
   
Made in us
Battlewagon Driver with Charged Engine





I think it will be very difficult to block a unit from fleeing, assuming they can pick their path. We would have to completely surround the unit, which would require the grots to be in a straight or curved line around the enemy.

It will be very hard to teleport a line; most likely we will have to stand in a tight ball like before.
   
Made in us
Dakka Veteran




Colorado Springs

Dat Supreme Command Detachment. 3-5 HQs with no drawback? Yes please.
   
Made in us
Bonkers Buggy Driver with Rockets






Solar Shock wrote:
Im starting to think grots could be useful as excellent bullet sponges, if they remain reasonably costed large units could be teleported into flanks simply to either engage that turn (if they can charge after tele); thus being able to tie up special weapons teams. The special weapons teams, like plasma, have a low fire rate, something grots can soak so easily now that they dont simply insta leg it. Or even a biker unit. something they'd never be able to catch previously.

Or if they cant charge the enemy, they have to either turn and shoot them to cause enough wounds, so that they will die in overwatch. or dedicate enough shots to wipe them out. And all simply for the price of a grot unit and a weirdboy. If they dont then one of the most underdog unit is going to become a fantastic tool.

We have an every turn; telegrotmissle

You can prevent most gunlines from being able to fall back. As say they have a 2 line defense, at some point they will want to drop the second rank back and.... boom! Then your BW's stuffed full of confetti arrive!

Actually, if gunlines deploy at the front of the deployment area, then you might be able to teleport conga-lined grot squads behind the gunline T2 and sandwich it between your vehicle-transported boyz and grots. Done correctly it could soak overwatch fire and limit falling back. The telegrotmissile seems janky and fun, but very limited in use against, say, a melee-oriented squad on an objective because they'll just shred the grots and you're down a psychic power and a few points. Also the grots aren't guaranteed a charge at that range.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Dakka Veteran




Colorado Springs

Assault weapons can be fired after Advancing w/ -1 to hit. MOAR DAKKA!
   
Made in us
Battlewagon Driver with Charged Engine





 JohnU wrote:
Dat Supreme Command Detachment. 3-5 HQs with no drawback? Yes please.
The brigade detachment allows 5 HQ, gives +9 command points (on top of the 3 you get for being battle-forged) for a total of 12. You'd need 6 troops and other stuff (no biggie for orks.)

With the Aux support detachments, you can spend 1 CP for any random unit...if 5 HQ were not enough, you could buy 3 more leaving you with 9 CP and 8 HQ.

ETA: Didn't see the text for the supreme command detachment. Same thing is now free, 8HQ and 12CP!

Holy Moley.

This message was edited 1 time. Last update was at 2017/05/26 20:26:37


 
   
Made in us
Dakka Veteran




Colorado Springs

And 'Ere We Go saves us a lot of CP we'd otherwise be spending on charge rerolls.
   
Made in us
Battlewagon Driver with Charged Engine





Whoa...assault weapons allow shots at BS-1 if the unit advanced...orks can now run and snap shoot!

I wonder if burnas are assault weapons......

This message was edited 1 time. Last update was at 2017/05/26 20:27:29


 
   
Made in us
Dakka Veteran




Colorado Springs

Flamers are, so most likely.
   
Made in gb
Fully-charged Electropriest






 koooaei wrote:
Solar Shock wrote:
tele your lootas to the other side of the board


- Ar you going wif uz, Old Squigzgly?
- Ya got to go wifout me.
- We'z not leavin' ya, man!
- GO! (teleports the squad of lootas away)
- NOOOOOOooooo...(tear in the eye)


Damn dude you hit me right in the feelings with this. Pretty sure Old Squigzgly is going to be my new name for my Weirdboy!
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

Being able to advance and shoot assault weapons is pretty rad! Bad Moon fears alleviated!

Now here's hoping they make Gitfindas more useful.

xlDuke wrote:
 koooaei wrote:
Solar Shock wrote:
tele your lootas to the other side of the board


- Ar you going wif uz, Old Squigzgly?
- Ya got to go wifout me.
- We'z not leavin' ya, man!
- GO! (teleports the squad of lootas away)
- NOOOOOOooooo...(tear in the eye)


Damn dude you hit me right in the feelings with this. Pretty sure Old Squigzgly is going to be my new name for my Weirdboy!

Yeah, it's my favorite thing I've read so far this week.

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in us
Battlewagon Driver with Charged Engine





 JohnU wrote:
Flamers are, so most likely.

OK. Disembark 15 burns from a battlewagon on turn 2. Run, as necessary, to get all of them in.

The let loose with 52 hits. 26 wounds vs MEQ, 9 dead. or on GEQ, 35 wounds and 23 dead.

There doesn't seem to be any consternation about wound allocation outside of range; if there is 1 guardsman up front the unit will still take ALL of the wounds.

   
Made in us
Dakka Veteran




Colorado Springs

 JimOnMars wrote:
 JohnU wrote:
Flamers are, so most likely.

OK. Disembark 15 burns from a battlewagon on turn 2. Run, as necessary, to get all of them in.

The let loose with 52 hits. 26 wounds vs MEQ, 9 dead. or on GEQ, 35 wounds and 23 dead.

There doesn't seem to be any consternation about wound allocation outside of range; if there is 1 guardsman up front the unit will still take ALL of the wounds.



You can fit a few kombi-skorcha Nobs/HQs in that wagon with them too.
   
 
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