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. |
|
 |
![[Post New]](/s/i/i.gif) 2017/05/31 09:23:21
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Fresh-Faced New User
|
Jidmah wrote:I just realized that Thrakka has 6 S12 AP-3 attacks on the charge that hit on 2+ which deal 3 damage each. Not much is going to survive that, he even wounds most characters on 2+ and all vehicles on 3+.
His +1A bubble is also pretty awesome.
Why 6? His base is 5, I didn't think +1 on the charge was a thing any more?
Also, any unit of 7 things could survive (assuming they pass or are immune to bttleshock), since damage doesn't spill over into other models in the unit?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 09:28:43
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Regular Dakkanaut
France
|
koooaei wrote:I'm a bit disappointed with Ghaz - not in sense that he's weak or something, nope - he's pretty good - but that his special rules feel dry and dull. He can be easilly run amidst footslogging boyz though. He's tough enough to withstand sniper fire and 6-attack 3-damage pk hitting on 2+ is nice. He'll be wrecking mc left and right. Oh, and he finally has a twin-shoota.
Yep and apparently, a big boss (just a normal one) got 7 wounds, so not really a big difference on that level.
|
40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 10:02:02
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
Wopbopadobop wrote: Jidmah wrote:I just realized that Thrakka has 6 S12 AP-3 attacks on the charge that hit on 2+ which deal 3 damage each. Not much is going to survive that, he even wounds most characters on 2+ and all vehicles on 3+.
His +1A bubble is also pretty awesome.
Why 6? His base is 5, I didn't think +1 on the charge was a thing any more?
Also, any unit of 7 things could survive (assuming they pass or are immune to bttleshock), since damage doesn't spill over into other models in the unit?
His Waaagh! rule brings back +1 A on the charge for every ork within 6"
Yeah, the unit of 7+ models would survive, but he will most likely grind them down over the next turns. You will probably want to charge him into big targets or units of multi-wound models.
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 10:03:43
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Regular Dakkanaut
France
|
Jidmah wrote: Wopbopadobop wrote: Jidmah wrote:I just realized that Thrakka has 6 S12 AP-3 attacks on the charge that hit on 2+ which deal 3 damage each. Not much is going to survive that, he even wounds most characters on 2+ and all vehicles on 3+.
His +1A bubble is also pretty awesome.
Why 6? His base is 5, I didn't think +1 on the charge was a thing any more?
Also, any unit of 7 things could survive (assuming they pass or are immune to bttleshock), since damage doesn't spill over into other models in the unit?
His Waaagh! rule brings back +1 A on the charge for every ork within 6"
Yeah, the unit of 7+ models would survive, but he will most likely grind them down over the next turns. You will probably want to charge him into big targets or units of multi-wound models.
Yeah but not him? don't you think?
|
40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 10:04:26
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
little-killer wrote: koooaei wrote:I'm a bit disappointed with Ghaz - not in sense that he's weak or something, nope - he's pretty good - but that his special rules feel dry and dull. He can be easilly run amidst footslogging boyz though. He's tough enough to withstand sniper fire and 6-attack 3-damage pk hitting on 2+ is nice. He'll be wrecking mc left and right. Oh, and he finally has a twin-shoota.
Yep and apparently, a big boss (just a normal one) got 7 wounds, so not really a big difference on that level.
The big boss only hits on 4+ with a PK, while Ghaz' Kustom Klaw lets him keep the 2+. He basically is a MA warboss with a buff bubble and a lot more damage output in CC where before he was a MA warboss that could not take da lucky stikk. Automatically Appended Next Post:
Facebook Q&A stated that you are 6" within yourself. It also would be pretty silly if a warboss couldn't advance and charge during his own Waaagh!
|
This message was edited 1 time. Last update was at 2017/05/31 10:05:18
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 10:17:03
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Regular Dakkanaut
France
|
Jidmah wrote:little-killer wrote: koooaei wrote:I'm a bit disappointed with Ghaz - not in sense that he's weak or something, nope - he's pretty good - but that his special rules feel dry and dull. He can be easilly run amidst footslogging boyz though. He's tough enough to withstand sniper fire and 6-attack 3-damage pk hitting on 2+ is nice. He'll be wrecking mc left and right. Oh, and he finally has a twin-shoota.
Yep and apparently, a big boss (just a normal one) got 7 wounds, so not really a big difference on that level.
The big boss only hits on 4+ with a PK, while Ghaz' Kustom Klaw lets him keep the 2+. He basically is a MA warboss with a buff bubble and a lot more damage output in CC where before he was a MA warboss that could not take da lucky stikk.
Automatically Appended Next Post:
Facebook Q&A stated that you are 6" within yourself. It also would be pretty silly if a warboss couldn't advance and charge during his own Waaagh!
My bad, it's pretty cool!!!
|
40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 10:35:49
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Stealthy Grot Snipa
|
Jidmah, or anyone else who can read German;
Does the stompa page tell you which weapon options are and/or?
I need to know as I started a stompa last night at 1 am and well... hes gona be finished today!
Ghazzy looks brutal. Shame his special abilities are a little weak in terms of 'fun' factor. But the additional attack on the charge is strong
|
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 10:38:30
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Flashy Flashgitz
|
Seems like Flash gitz are finaly getting of the shelf. With bs4+ and S5 Ap -2 their weapons are finaly getting good, even if they are heavy.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 10:45:54
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
!!Goffik Rocker!!
|
hordrak wrote:Seems like Flash gitz are finaly getting of the shelf. With bs4+ and S5 Ap -2 their weapons are finaly getting good, even if they are heavy.
Isn't it kinda like before? They had +1 bs when stationary. Now they have -1 bs when they move. Kinda identical in regard of to-hit chance. However, the -2 ap is great. Much much better than previous d6.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 10:52:16
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Nasty Nob
|
Ghazz does seem really good, maybe this is the excuse I need to paint up the old metal model I've had knocking around for years!
What do you chaps reckon about squad numbers for small sized games (500 points)?
I was thinking of having two squads of 20 sluggas, but seeing the new morale rules it might be better to have one mob of 30 boys to act as a morale giver and get access to the extra attack. this would allow smaller squads to working around them effectively to have unlimited leadership. However, it would force my army to stand close together all the time which could problems locking down spread out shooty armies.
Cheers
Kroem
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 11:03:36
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Yellin' Yoof
|
Reading the leaks, I am not quite sure what to do with my nob bikers. It seems they lost the waaagh banner and the doc, plus the 4+ cover save. But they gain a wound each, and bring an awful lot of dakka (but not more than normal bikers, soooooo).
|
This message was edited 1 time. Last update was at 2017/05/31 11:04:04
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 11:11:30
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Regular Dakkanaut
France
|
http://imgur.com/a/cjBWO Still uploading, tell me if you can read something (index xenos 2)
|
40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 11:26:13
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Feral Wildboy with Simple Club
|
Gitz? Nobz bikerz? Links please! Thanks
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 11:52:32
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Nasty Nob
|
anyone with anything on what the clan tags are gonna be about?
Also, if this is going to be the edition that they make our 4+ armor save worth something then take it from Ork Boyz, then I think I'm not playing.
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 12:08:05
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
!!Goffik Rocker!!
|
Rismonite wrote:anyone with anything on what the clan tags are gonna be about?
Also, if this is going to be the edition that they make our 4+ armor save worth something then take it from Ork Boyz, then I think I'm not playing.
It'd be great to have 10 ppm 4+ armorred brutes in a trukk or a wagon. But i can live without 'eavy armor when we have those insane tankbustas and manz. And a couple shootaboy blobz accompanied by a wierdboy, biker mff mek and a a bikerboss are gona be so much fun. Also, we don't know how SAG functions atm.
|
This message was edited 2 times. Last update was at 2017/05/31 12:16:12
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 12:52:58
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
I manage to get the full leak, and I'll write down some interesting things here:
- <Clan> is replaced with whatever clan you want when building your army. Some special rules only work for units of the same clan (Like on the MA warboss). Snikrot, for example, only buffs Blood Axe Kommandoz. As far as I can tell only relevant when using named characters.
- 'ere we go is now just reroll both
- Attack squig is IN, it does 2 additional S4 AP-1 attacks when fighting
- Weirdboy gets +1 to psy roll for every 10 orks within 10" but blows up on a 12+
- SAG is heavy 2d6 S2d6 AP -5 and does d3 mortal wounds on a strength roll of 11 or higher. No more fun table. Boring.
- KFF is 5++ to all units entirely within 9". If embarked on a vehicle, the vehicle gets the save like it does now.
- Big Meks repair d3 wounds of a vehicle within 3" without fly after moving. No roll needed for success, every vehicle can be repaired only once per turn.
- Grot Orderly is an actual grot that can fight and be killed, you can remove it for +1 wound repaired
- Big Mek can have bike and SAG
- Badrukk hits on 4+, but Da Rippa is heavy 3 now. It can be overloaded like other plasma weapons, if he does and one or more 1's are rolled, he takes d3 mortal wounds (once, not for each overheat)
- Flash gits within 6" of Badrukk can reroll 1's
- Pain boyz grant 6+ FNP within 3" and can additional heal d3 wounds of one infantry or biker model within 3" after movement. If a 1 is rolled, the model loses a wound instead.
- Pain boyz now have a PK (in addition to 'urty syringe) and can replaced it with a kill saw. 'urty syringe now wounds non-vehicles on 2+
- Warbikes are +1 T. M14" and have two dakka guns
- Gretchin got the awesomely name rule "Surprisingly Dangerous in large Numbers" giving them +1 attack when 20 or more models. Grot blasta is a pistol.
- Runtherd is a separate character, like some suspected. It allows units of gretchin within 3" to reroll to hit rolls in combat.
- The runtherds Squighound now eats d3 gretchin per meal, works for all units within 3".
- Meks in units are now called spanners and automatically repairs 1 wound of a vehicle within 1". May have killsaws.
- Burnas are only Assault d3, you roll once for the entire unit. No limit on using them as both ranged and melee weapon.
- When burnas kill something by shooting, they pass all moral tests until next turn.
- Nobz can prevent battleshock casualties within 3" on a 6+. Roll once per casualty.
- All nobz have 'eavy armor (4+). Cybork is still 6+ FNP but only one per 5 can have it. Otherwise pretty much unchanged.
- Nobz have two wounds.
- Nob with Waaagh! Banner is a character elite choice. It provides +1 to all to hit rolls for orks within 6". I guess that's why it is so expensive. Also has the same anti-battleshock rule Nobz have.
- Bikernobz have three wounds, otherwise like nobz.
- Kommandoz gain +2 from cover and can deploy anywhere more than 9" away from enemies.
- Trukk is M12, S6, A3, 5+ to hit while undamaged.
- Ramshackle reduces damage of more than 1 to 1 on 6+. Just watch that knight hitting your measly trukk 8 times to kill it.
- Trukk can transport MA and jump pack models, they take up 2 slots.
- Kopta rokkit is just 2 rokkit launchas. Koptas have 4 wounds now, always advance 6" instead of d6, may have killsaws instead of buzzsaws now.
- Koptas can enter the battlefield at any time if 9" outside of enemy models and 14" from the edge. Fly.
- Flyer rules on all jets: can only charge and be charged by models with Fly, -1 to hit for enemies shooting at them and can pivot up to 90° before moving and then must move at least 20".
- All four jets are T6, W12, 4+
- Dakkajet hits on 4+ if all shootas target the same unit.
- Exploding Burna Bommers seem to be deadlier than before exploding (3 mortal wounds in 6")
- Blitza Bommers bombs roll a d6 for every model in the target unit, up to 10. For each roll of 4+, the target suffers a mortal wound.
- Warbikers have 2 wounds
- Buggies are M14" S4 T5 W5 A4 4+ orks.
- Trakks and Skorcha are the same but M12" T6.
- Big Gunz and Mek Gunz are down to T5 and 5+.
- Big gunz have 3 wounds, mek gunz 6. Rules work similar to old artillery rules, but gunz can fight in combat now (though 1A 6+ to hit...)
- Undamaged Battlewagon with deff rolla is S8 A6.
- If I read it right, you can split these across your melee weapons, meaning if you have all three, you can do a maximum of 3 for the wreckin' ball, one for the klaw and anything that's left with the deff rolla.
- All walkers got 'ere we go by default.
- Units of Deff dreads can split up after deployment, but must be deployed together.
- Dread Klaw is S10 AP -3 Damage 3 and adds +1 Attack for each Klaw. Maximum attacks is 2+4 = 6
- Kanz are T5 W5 3+. Kan klaw is S8 AP -3 Damage 3.
- Kanz gain +1 Attack (for a total of 4) when they have 3 or more models. No additional moral rules whatsoever
- Naut's have the stompa's Big 'n' Stompy rule, also 'ere we go.
- Flash gits might just be awesome. Snazzguns are S5 AP -3, Heavy 3, but now hit on 4+.
- Flash gits may have one ammo runt each, for each ammo runt you may re-roll one to hit role, but the ammo runt is not removed when doing this. Ammo runts are gretchin without guns otherwise.
- After Flash gits are done shooting, you roll a d6. When you roll 6, the entire unit must fire at the nearest enemy unit. It reads as if you could chain multiple 6's if you're lucky.
Edited for clarity
|
This message was edited 2 times. Last update was at 2017/05/31 13:14:23
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 12:53:13
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Speedy Swiftclaw Biker
|
I think it would let us know if we could take 'eavy armor on the Boyz on their sheet, so I think we have seen the end of 'ard Boyz in this edition. Shame too as this edition could have made it worthwhile. Hopefully something comes up that proves me wrong. I wuld really like the option to take it on any infantry model really as there is some merit to it for almost every unit and it would make more sense from a fluff standpoint (I keep reading about armor being put together but never see it on the tabletop besides meganobz).
|
2700 - The Fierce Eye's Hammer
2000 - Grukk's Wrekkin Krew
1850-Hellcrusha's Fist |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 12:55:54
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
Solar Shock wrote:Jidmah, or anyone else who can read German;
Does the stompa page tell you which weapon options are and/or?
I need to know as I started a stompa last night at 1 am and well... hes gona be finished today!
Ghazzy looks brutal. Shame his special abilities are a little weak in terms of 'fun' factor. But the additional attack on the charge is strong
It comes with all weapons equipped, only choice is to add two more supa-rokkits for a total of 5. You also have to decide which profile of the melee weapon you want to use before attacking.
Automatically Appended Next Post:
biggie_reg wrote:I think it would let us know if we could take 'eavy armor on the Boyz on their sheet, so I think we have seen the end of 'ard Boyz in this edition. Shame too as this edition could have made it worthwhile. Hopefully something comes up that proves me wrong. I wuld really like the option to take it on any infantry model really as there is some merit to it for almost every unit and it would make more sense from a fluff standpoint (I keep reading about armor being put together but never see it on the tabletop besides meganobz).
There is absolutely no option for 'eavy armor anywhere in the rules, nobz and characters that could take it before now have it by default.
|
This message was edited 2 times. Last update was at 2017/05/31 13:01:25
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 13:04:35
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Regular Dakkanaut
France
|
https://drive.google.com/drive/folders/0B4IGo22sDo4zdEtrRmEyelg2TkU
all index in english, no ardboyz, and big big big disappointment, the cfk works if a unit is COMPLETELY WITHIN 9" of the bik mek
|
This message was edited 1 time. Last update was at 2017/05/31 13:05:42
40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 13:05:07
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Dakka Veteran
Colorado Springs
|
The Waaagh! Banner is also a melee weapon, how orky.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 13:22:21
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
!!Goffik Rocker!!
|
Is it viable to fit 2*30 units within 9"? Or we're forced to have a mek per 30 or something?
It's probably better to just have an extra squad and not bother with kff protection. 2 kff meks almost get you an extra 30-boy squad. That aren't really afraid of snipers like meks are. It could be better to have cheapo wierdboyz instead! Though, vehicle-heavy lists will benefit from kff mek or kff naught. They'll also be able to fix trukks and wagonz a bit.
I'm a bit disappointed with footsloggers as i was hoping i could take my horde off the shelf. However, with new deployment and the cost of tanks and vehicles they might be pretty ok.
Burnas being d3 instead of d6 is also sad as there were strong hints on them being d6 with all those "8 is gona be great" articles.
|
This message was edited 4 times. Last update was at 2017/05/31 13:30:35
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 13:30:05
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Regular Dakkanaut
France
|
In the exemple 1 you got the 5+, in the second they don't got it.
|
40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 13:36:46
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
Well eavy armor lacked models. We only had the metal addon which didn't really sell. However I expect any new codex might change this.
The kff requiring the entire unit within 9in is junk on a small model. Time to roll with a morkanaut for kff.
Expect all planes to fly a square on the board since if they fly off they die. Good thing they can shoot 360.
Ghaz is simply a slightly better warboss in mega armor and depends on cost.
Talking about mega armor it will nearly be impossible to get anything in melee with a 4in movement. Seriously that is so slow. I use to kill knights w mega nobs, now I will never get in range with thier 12in move vs my 4in.
Warboss on bike
Painboy on bike
Weirdboy
Zhardsnark
Maybe ghaz depending on cost
Squad of 4-6x mega nobs using da jump
Tankbustas in trukk
Tankbustas in trukk
Warbikers
Squad of 30 choppa boyz (bubble wrap the morkanaut)
Morkanaut w kff
Buggies, trakks, scorchas depending on cost
Deff dreads
This is the edition of speed freak lists to mitigate mobility issues
|
This message was edited 1 time. Last update was at 2017/05/31 13:39:01
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 13:38:54
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
!!Goffik Rocker!!
|
7-th has also been about speed freaks. Well, maybe picking casualties and tighter deployments will help with mobility issues.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 13:40:09
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Regular Dakkanaut
France
|
gungo wrote:Well eavy armor lacked models. We only had the metal addon which didn't really sell. However I expect any new codex might change this.
The kff requiring the entire unit within 9in is junk on a small model. Time to roll with a morkanaut for kff.
Expect all planes to fly a square on the board since if they fly off they die. Good thing they can shoot 360.
Ghaz is simply a slightly better warboss in mega armor and depends on cost.
Talking about mega armor it will nearly be impossible to get anything in melee with a 4in movement. Seriously that is so slow. I use to kill knights w mega nobs, now I will never get in range with thier 12in move vs my 4in.
Warboss on bike
Painboy on bike
Weirdboy
Zhardsnark
Maybe ghaz depending on cost
Squad of 4-6x mega nobs using da jump
Tankbustas in trukk
Tankbustas in trukk
Warbikers
Squad of 30 choppa boyz (bubble wrap the morkanaut)
Morkanaut w kff
Buggies, trakks, scorchas depending on cost
Deff dreads
This is the edition of speed freak lists to mitigate mobility issues
Ghazkhull is 215 points, cheaper and better than v7, so quite good i think.
|
40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 13:48:50
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
koooaei wrote:7- th has also been about speed freaks. Well, maybe picking casualties and tighter deployments will help with mobility issues.
true bikers and man missiles was 7th. And I like speedfreak lists as did Reece so I understand why they are still very good. Dead mob lists look good but I think costs on weapon upgrades can get out of hand quickly. Not sold on battle wagons yet but flashgits won't suffer movement penalty in them I hope which makes them decent gun wagons
Automatically Appended Next Post:
little-killer wrote:gungo wrote:Well eavy armor lacked models. We only had the metal addon which didn't really sell. However I expect any new codex might change this.
The kff requiring the entire unit within 9in is junk on a small model. Time to roll with a morkanaut for kff.
Expect all planes to fly a square on the board since if they fly off they die. Good thing they can shoot 360.
Ghaz is simply a slightly better warboss in mega armor and depends on cost.
Talking about mega armor it will nearly be impossible to get anything in melee with a 4in movement. Seriously that is so slow. I use to kill knights w mega nobs, now I will never get in range with thier 12in move vs my 4in.
Warboss on bike
Painboy on bike
Weirdboy
Zhardsnark
Maybe ghaz depending on cost
Squad of 4-6x mega nobs using da jump
Tankbustas in trukk
Tankbustas in trukk
Warbikers
Squad of 30 choppa boyz (bubble wrap the morkanaut)
Morkanaut w kff
Buggies, trakks, scorchas depending on cost
Deff dreads
This is the edition of speed freak lists to mitigate mobility issues
Ghazkhull is 215 points, cheaper and better than v7, so quite good i think.
he seems good was only power rating 11 but costs are relative and I haven't made any lists yet. For example ghaz costs nearly the same as 2 mega armor warbosses do you think he is worth 2x mega bosses.However with waagh only being 6in you likely need multiple warbosses to spread the movement buff. Which is why I think something like warboss on bike, zhardsnark, and ghaz in a list would make everything move faster
|
This message was edited 2 times. Last update was at 2017/05/31 13:57:07
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 13:55:45
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
koooaei wrote:Is it viable to fit 2*30 units within 9"? Or we're forced to have a mek per 30 or something?
It's probably better to just have an extra squad and not bother with kff protection. 3 kff meks are an extra 30-boy squad. That aren't really afraid of snipers like meks are. It could be better to have cheapo wierdboyz instead! Though, vehicle-heavy lists will benefit from kff mek or kff naught. They'll also be able to fix trukks and wagonz a bit.
Well, in theory the base of a boy is 1" so you can fit 8 rings of boyz around your mek. There is no downside to moving 30 orks as solid 5x6 block, so I guess two or three might be doable.
Points-wise... I'd rather buy Ghaz, the Waaagh! banner nob and a pain boyz and let the buffs do more damage instead of the boyz the KFF would have saved.
We might change the way we're using it, it's probably better suited to protect elite units and walkers than boyz.
I'm a bit disappointed with footsloggers as i was hoping i could take my horde off the shelf. However, with new deployment and the cost of tanks and vehicles they might be pretty ok.
Well, I'm pretty sure that my old kan wall can be dusted off, because Kanz look pretty much like what they were last codex. I'd just play it and see how it fares. So much has changed, it's really hard to tell.
Burnas being d3 instead of d6 is also sad as there were strong hints on them being d6 with all those "8 is gona be great" articles.
When you are in range to shoot, you can probably also charge and use the AP -2 melee weapon, so I think it's a net gain compared to just being able to shoot or fight with the burna. With a warboss nearby you can even advance, shoot and then charge with no penalty at 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 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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 13:57:56
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Regular Dakkanaut
France
|
Jidmah wrote: koooaei wrote:Is it viable to fit 2*30 units within 9"? Or we're forced to have a mek per 30 or something?
It's probably better to just have an extra squad and not bother with kff protection. 3 kff meks are an extra 30-boy squad. That aren't really afraid of snipers like meks are. It could be better to have cheapo wierdboyz instead! Though, vehicle-heavy lists will benefit from kff mek or kff naught. They'll also be able to fix trukks and wagonz a bit.
Well, in theory the base of a boy is 1" so you can fit 8 rings of boyz around your mek. There is no downside to moving 30 orks as solid 5x6 block, so I guess two or three might be doable.
Points-wise... I'd rather buy Ghaz, the Waaagh! banner nob and a pain boyz and let the buffs do more damage instead of the boyz the KFF would have saved.
We might change the way we're using it, it's probably better suited to protect elite units and walkers than boyz.
I'm a bit disappointed with footsloggers as i was hoping i could take my horde off the shelf. However, with new deployment and the cost of tanks and vehicles they might be pretty ok.
Well, I'm pretty sure that my old kan wall can be dusted off, because Kanz look pretty much like what they were last codex. I'd just play it and see how it fares. So much has changed, it's really hard to tell.
Burnas being d3 instead of d6 is also sad as there were strong hints on them being d6 with all those "8 is gona be great" articles.
When you are in range to shoot, you can probably also charge and use the AP -2 melee weapon, so I think it's a net gain compared to just being able to shoot or fight with the burna. With a warboss nearby you can even advance, shoot and then charge with no penalty at all.
yeah but kff cost 20 points so ^^.
|
40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 13:59:40
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Dakka Veteran
Colorado Springs
|
A regular boss in mega armor is 132 (if you downgrade the kustom shoota to a regular) so still a decent point gap, but I think the value is there this time if you want a mega armored HQ.
Bosses on bikes are still tremendous for the points.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/05/31 14:02:02
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
Again I haven't costed it out but a mega armor warbosse is 107 and ghaz is 215. Of course I haven't done weapons.
Is ghaz worth 2x ma warbosses? Costs are relative
His 4+ invul is partially replicated with a big Mek in ma w kff
Add a painboy or Maddoc within 6in and you have a durable little deattstsr again.
Ghaz is better in just not sure yet if he's better than 2 warbosses
Ninja by post above
|
This message was edited 1 time. Last update was at 2017/05/31 14:03:11
|
|
 |
 |
|