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![[Post New]](/s/i/i.gif) 2017/05/31 20:12:08
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
Colorado Springs
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GreatGranpapy wrote:For the grabbin klaw and wreckin' ball, when it says they may only make so many attacks with those weapons in a given fight phase, do they simply subtract from the vehicle's attack "pool"?
Yes, models with more than one melee weapon can choose to split up their attacks between weapons, in the wagon's case each weapon just happens to have a limit.
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![[Post New]](/s/i/i.gif) 2017/05/31 20:13:48
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
Houston
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Lol, before I heard a lot of people saying HQs would be stronger against Orks because of a lack of snipers.
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![[Post New]](/s/i/i.gif) 2017/05/31 20:20:30
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Alaska
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I like Flashgitz and I like Battlewagons, and they both look good in this new edition and they seem to be a good match.
Ammo Runts look like they're going to take up transport spots, but on the other hand they'll be a good way to disregard casualties if the Battlewagon explodes.
The Killkannon still seems like a bad idea, which is a real shame. I'll probably still model up a few Battlewagons with them for Apocalypse games just because I think they're cool.
I'm a little concerned about the Wagon getting surrounded by Hormagants, Stormboyz and the like and then the Wagon and the Gtiz not being able to shoot, fall back or disembark. Do you think this is a reasonable concern?
It might be worth putting a Deff Rolla on such a Battlewagon even if it is meant to be more of a mobile gun fortress, just so that if it gets surrounded it isn't impotently trying to smoosh gribblies on a 5+. Has the Deff Rolla points cost been leaked?
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YELL REAL LOUD AN' CARRY A BIG CHOPPA! |
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![[Post New]](/s/i/i.gif) 2017/05/31 20:30:26
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
Colorado Springs
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Deff rollas are 19 points. The wagon model is pretty big so completely surrounding it after a charge and 3" pile in seems like it would be tough unless they were already really close.
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![[Post New]](/s/i/i.gif) 2017/05/31 20:31:10
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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Dakka Flakka Flame wrote:I like Flashgitz and I like Battlewagons, and they both look good in this new edition and they seem to be a good match.
Ammo Runts look like they're going to take up transport spots, but on the other hand they'll be a good way to disregard casualties if the Battlewagon explodes.
The Killkannon still seems like a bad idea, which is a real shame. I'll probably still model up a few Battlewagons with them for Apocalypse games just because I think they're cool.
I'm a little concerned about the Wagon getting surrounded by Hormagants, Stormboyz and the like and then the Wagon and the Gtiz not being able to shoot, fall back or disembark. Do you think this is a reasonable concern?
It might be worth putting a Deff Rolla on such a Battlewagon even if it is meant to be more of a mobile gun fortress, just so that if it gets surrounded it isn't impotently trying to smoosh gribblies on a 5+. Has the Deff Rolla points cost been leaked?
I think if we're facing nids we'd better turtle up the battlewagons and trukks and make advanced grot bubbles. Since intervening models is out, the bugs won't get much cover and be at 6+.
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![[Post New]](/s/i/i.gif) 2017/05/31 20:49:27
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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JimOnMars wrote: Dakka Flakka Flame wrote:I like Flashgitz and I like Battlewagons, and they both look good in this new edition and they seem to be a good match.
Ammo Runts look like they're going to take up transport spots, but on the other hand they'll be a good way to disregard casualties if the Battlewagon explodes.
The Killkannon still seems like a bad idea, which is a real shame. I'll probably still model up a few Battlewagons with them for Apocalypse games just because I think they're cool.
I'm a little concerned about the Wagon getting surrounded by Hormagants, Stormboyz and the like and then the Wagon and the Gtiz not being able to shoot, fall back or disembark. Do you think this is a reasonable concern?
It might be worth putting a Deff Rolla on such a Battlewagon even if it is meant to be more of a mobile gun fortress, just so that if it gets surrounded it isn't impotently trying to smoosh gribblies on a 5+. Has the Deff Rolla points cost been leaked?
I think if we're facing nids we'd better turtle up the battlewagons and trukks and make advanced grot bubbles. Since intervening models is out, the bugs won't get much cover and be at 6+.
I'm still a bit confused on grots. Apparently they don't need runtherds anymore? Or are runtherds characters that have an influence bubble like before. Because if we don't need runtherds I'm not gonna bother taking them. I really don't care if a 30 point unit flees. If my opponent bothered shooting at a unit as worthless as grots, they made up their points.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2017/05/31 20:53:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
Colorado Springs
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Runtherds are separate characters and aren't required. If they take a squig hound and grot unit within 3" that fails a morale check autopasses and loses D3 models instead.
Grots are only LD4, but like you said, if you're only spending 30 points on them who cares?
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![[Post New]](/s/i/i.gif) 2017/05/31 21:02:43
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Wow great read.
I'm OK with Ghazzy, that's a twin big shoota with assault6 on it and his klaw specifies being a Kustom Klaw so I'm curious about the Kustom effect. A constant invuln is finally there. +1A to nearby orks is pretty huge giving 30 choppaboyz blobs a deadly boost (toss in a weird boy buff and green tide blobs are a serious threat). He oughta be an MC by now in terms of size and wounds but otherwise I'm happy.
Looking at the leaked list and realized that Deffdredds can be deployed in units of 1-3. Freeing up hvy slot usage is always good for orks.
I noticed grot gunners at 2pts. Grot Gunners!. I been wanting this to happen.
2/3 of my basic Boyz are Shoota Boyz and the other 1/3 is Ard Choppa Boyz. I'm hoping Ard Boyz are still a thing otherwise I suppose those shoulder plates will just simply be my Goff look.
There is a cybork arm with a saw on it in the Nob sprue that can be the killsaw that they can now take. I have mine modeled with big choppas and kombi skorchas. I don't see a reason to change this unit load out now that big choppas do twice the work at 2 damage per hit.
I'm glad the SAG got rid of the "fun" table and not surprised they are one of the orKS methods for dealing mortal wounds. Guess large blast is 2d6 to hits.
There a whole bunch of things already mentioned many times so to avoid more repetition I'll just say that I am feeling much better thus edition.
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![[Post New]](/s/i/i.gif) 2017/05/31 21:05:15
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Flashy Flashgitz
Armageddon
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Dakkajets can have 18 shots that hit on 4s and are quite cheap for a flier. Hitting on 4s, wounding on 3s (for most infantry) ap -1 means they aren't bad at shooting down marines. I might have to get 2 more. I'm seeing some potential here.
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"People say on their first meeting a Man and an Ork exchanged a long, hard look, didn't care much for what they saw, and shot each other dead." |
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![[Post New]](/s/i/i.gif) 2017/05/31 22:01:01
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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Hmm...
Each big gun / mek gun and each individual 2-grot gunner unit are counted as separate units after deployment.
That means a full unit of guns is actually 12 units. Not quite so amazing now with split fire, but the opponent must now declare which of the 12 units each model is firing at, before they shoot. Could create overkill/underkill inefficiencies for them.
And they can't shoot at the grots unless they are closest, like HQs.
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![[Post New]](/s/i/i.gif) 2017/05/31 22:01:53
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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Don Savik wrote:Dakkajets can have 18 shots that hit on 4s and are quite cheap for a flier. Hitting on 4s, wounding on 3s (for most infantry) ap -1 means they aren't bad at shooting down marines. I might have to get 2 more. I'm seeing some potential here.
I'm more excited for my Blitza bomma. That thing can pump out a buttload of mortal wounds.
Also, dreads in squads is amazing if they really can break up afterwords. That just makes my walker list all the more easy to field.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2017/05/31 22:04:33
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Oh yeah. That's probably what it meant as grot gunners. Here I was thinking that they might be available for vehicles.
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![[Post New]](/s/i/i.gif) 2017/05/31 22:08:42
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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ProwlerPC wrote:Wow great read.
I'm OK with Ghazzy, that's a twin big shoota with assault6 on it and his klaw specifies being a Kustom Klaw so I'm curious about the Kustom effect.
The kustom effect is that it doesn't subtract 1 from to hit like normal PKs.
Looking at the leaked list and realized that Deffdredds can be deployed in units of 1-3. Freeing up hvy slot usage is always good for orks.
Yes and those units can split up after deployment. No more squadrons.
I noticed grot gunners at 2pts. Grot Gunners!. I been wanting this to happen.
Grot gunners are mek gunz only.
2/3 of my basic Boyz are Shoota Boyz and the other 1/3 is Ard Choppa Boyz. I'm hoping Ard Boyz are still a thing otherwise I suppose those shoulder plates will just simply be my Goff look.
'ard boyz are gone, sorry.
I'm glad the SAG got rid of the "fun" table and not surprised they are one of the orKS methods for dealing mortal wounds. Guess large blast is 2d6 to hits.
Large blast is 1d6, so it's better than your average blast.
Mortal wounds are highly overrated IMHO. You basically have mortal wounds on special rules which already require some other dice rolling. It's basically a mechanism to reduce number of dice rolles and thus time, not something to murder high point characters. There are almost no rules which hand out guaranteed mortal wounds on whatever you want.
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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. |
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![[Post New]](/s/i/i.gif) 2017/05/31 22:12:18
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
Colorado Springs
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JimOnMars wrote:Hmm...
Each big gun / mek gun and each individual 2-grot gunner unit are counted as separate units after deployment.
That means a full unit of guns is actually 12 units. Not quite so amazing now with split fire, but the opponent must now declare which of the 12 units each model is firing at, before they shoot. Could create overkill/underkill inefficiencies for them.
And they can't shoot at the grots unless they are closest, like HQs.
I'm reading that as each Gun +2/5 man crew is one unit. So 3 kannons and 6 grots taken together would count as 3 units. The mek gun entry words it better than the big gun entry. It's kinda ambiguous.
Hmm, reading the artillery rule, maybe you're right.
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This message was edited 2 times. Last update was at 2017/05/31 22:16:04
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![[Post New]](/s/i/i.gif) 2017/05/31 22:23:17
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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I think I'd take the "inspiring leader" warlord trait most of the time.
Question: if a warlord buffs a 30-ork unit, that unit would then have leadership 31, correct? It could spread it's leadership around for a lot of units.
It's seems leadership works in the ork army like venereal disease does in the guard.
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![[Post New]](/s/i/i.gif) 2017/05/31 22:29:51
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Well that would eliminate morale issues for them. Lobbas were the only artillery I'd take a full 5 guns + crew in one unit due to barrage special rules. I preferred the rest as individual guns + crew because even T7 grots will run off the board fast.
@jimonmars - yeah it's looking like that, having a 30 boy blob near a weird boy ready to deploy as ldr support where needed will be worthwhile try.
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This message was edited 1 time. Last update was at 2017/05/31 22:32:44
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![[Post New]](/s/i/i.gif) 2017/05/31 23:12:33
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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Dumb question....
How many points are spanners? They are not meks, who have 3 wounds.
Presumably the same cost as their parent unit, but as far as I can tell this is the only case where this is not specified...unless I missed something.
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![[Post New]](/s/i/i.gif) 2017/05/31 23:15:44
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
Colorado Springs
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Says up to 3 Spanners in place of Loota/Burna/whatever so looks like a straight replacement at that unit types base cost to me.
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![[Post New]](/s/i/i.gif) 2017/05/31 23:36:34
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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ProwlerPC wrote:Looking at the leaked list and realized that Deffdredds can be deployed in units of 1-3. Freeing up hvy slot usage is always good for orks.
That's really not how it works in 8th edition. You get five heavy support slots in a brigade (and you can take multiple brigades) and if you have an abundance of HS choices, just split them off into spearhead detachments. The more detachments you take, the more command points you get.
ProwlerPC wrote:I noticed grot gunners at 2pts. Grot Gunners!. I been wanting this to happen.
That's just the name for the artillery crew.
ProwlerPC wrote:I'm hoping Ard Boyz are still a thing otherwise I suppose those shoulder plates will just simply be my Goff look.
Eavy armour is no longer a thing.
ProwlerPC wrote:I'm glad the SAG got rid of the "fun" table and not surprised they are one of the orKS methods for dealing mortal wounds. Guess large blast is 2d6 to hits.
It's D6 shots and only deals mortal wounds on an 11 or 12 on 2D6. It's actually worse than in 7th edition. It's not even cheap.
Automatically Appended Next Post:
Not sure if anyone else noticed this, but Burnas are 0 points, which means you can take them for free on Kommandos. A minimum size kommando squad is 45 points and comes with a boss nob, so quite a lot of punching power for the cost and you can add a big choppa if you want to hit even harder.
Also, kommandos are move 6".
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This message was edited 2 times. Last update was at 2017/06/01 00:19:45
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![[Post New]](/s/i/i.gif) 2017/06/01 01:18:01
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Feral Wildboy with Simple Club
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Perfect Organism wrote:Not sure if anyone else noticed this, but Burnas are 0 points, which means you can take them for free on Kommandos. A minimum size kommando squad is 45 points and comes with a boss nob, so quite a lot of punching power for the cost and you can add a big choppa if you want to hit even harder.
Also, kommandos are move 6".
I had noticed the free burna, but not the free nob (which is also true for boyz, stormboyz, warbikers, etc.) and the 6" move, that's pretty awesome! But burnas are only Assault D3... Still, I'm gonna field my FW kommandos for sure!
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This message was edited 1 time. Last update was at 2017/06/01 01:18:20
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![[Post New]](/s/i/i.gif) 2017/06/01 01:23:46
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Been Around the Block
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Ashkayel wrote: Perfect Organism wrote:Not sure if anyone else noticed this, but Burnas are 0 points, which means you can take them for free on Kommandos. A minimum size kommando squad is 45 points and comes with a boss nob, so quite a lot of punching power for the cost and you can add a big choppa if you want to hit even harder.
Also, kommandos are move 6".
I had noticed the free burna, but not the free nob (which is also true for boyz, stormboyz, warbikers, etc.) and the 6" move, that's pretty awesome! But burnas are only Assault D3... Still, I'm gonna field my FW kommandos for sure!
One thing about burnas that I think people are missing is that assault guns can shoot even if you advanced in the movement phase, but they are -1 to hit, but burnas hit automatically, so with the burna boys, move advance, and shoot without any negative modifier to hit
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This message was edited 1 time. Last update was at 2017/06/01 01:24:02
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![[Post New]](/s/i/i.gif) 2017/06/01 01:39:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Feral Wildboy with Simple Club
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chaddwick2005 wrote:One thing about burnas that I think people are missing is that assault guns can shoot even if you advanced in the movement phase, but they are -1 to hit, but burnas hit automatically, so with the burna boys, move advance, and shoot without any negative modifier to hit
But they probably won't have a WB next to them to make them advance + charge...
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![[Post New]](/s/i/i.gif) 2017/06/01 02:05:08
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Oozing Plague Marine Terminator
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'Ard boyz gone? Thats just so dumb. Now my 2 units with plates, helmets, and iron Gobz have the same t shirt save as the guys actually wearing t-shirts.
Guess they were real worried some Orks in cover might get a 2+ save...
Also, I'm not too keen on how Clan has to be nominated. I painted all my Ork units to be different clans. One trukk Evil Suns, one trukk Bad Moons etc. I suppose in my head I'll have to translate <Clan> into <Tribe> instead.
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This message was edited 1 time. Last update was at 2017/06/01 02:25:26
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![[Post New]](/s/i/i.gif) 2017/06/01 03:27:53
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Alaska
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Attack squigz are 0 points? That's pretty nuts.
Also I didn't expect Wreckin' Balls to be so cheap, but I guess that makes sense since they still aren't all that great.
If I'm reading it right 'Ard Case is a free upgrade (sidegrade?) for the Battlewagon. Seems like it would be worth it for wagons hauling CC units that don't shoot very well.
For 3 points the Power Stabba also seems interesting. In terms of Strength and AP isn't a Nob with a Power Stabba similar to a Space Marine with a Power Axe? I think this weapon has a lot of potential at the current price point.
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YELL REAL LOUD AN' CARRY A BIG CHOPPA! |
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![[Post New]](/s/i/i.gif) 2017/06/01 04:48:48
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Nightlord1987 wrote:Also, I'm not too keen on how Clan has to be nominated. I painted all my Ork units to be different clans. One trukk Evil Suns, one trukk Bad Moons etc. I suppose in my head I'll have to translate <Clan> into <Tribe> instead.
<Clan> keyword is only used on the moral abilities of warbosses and nobz, and on the painboy buff/heal
Thrakka and Mad Doc Grotsnik work on all units including freebootas
I went through it a couple of times, and it only ever matters for three things:
- Snikrot wants Bloodaxe Kommandoz
- Zagstrukk wants Goff Stormboyz
- Captain Badrukk and Flash Gits do not have the <clan> keyword and thus cannot benefit from those three rules
So unless you have both Snikrot and Zagstrukk, just ignore the rule.
Note that Thrakka and Mad Doc Grotsnik work on all units including freebootas.
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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. |
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![[Post New]](/s/i/i.gif) 2017/06/01 04:57:40
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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No sign of the Looted Wagon either, eh? Are we going to get another White Dwarf article like the last time?
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![[Post New]](/s/i/i.gif) 2017/06/01 05:37:46
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Warwick Kinrade
Mesa, Arizona
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I'm pretty excited for footslogging builds. To be honest I haven't been that excited about most of the stuff Orks have access to, from a competitive standpoint. However, spamming Boyz seems like a good proposition. They can now Wound anything, usually on 5's, and Warbosses on foot are insanely cheap even with a PK. I think there's going to be a lot of big guns in terms of AP/Damage to counter all the fancy new toys and Orks simply don't care. 1 Boy dead here, 1 Boy dead there.
Buff redundancy feels important, at 2k I'm looking for 3 Warbosses and 2 Waaagh! Banners. As some others have said I think Painboys and KFFs are a trap, I'd rather have more dudes. The fact that Painboys have to have a PK is disappointing, they'd be great if they were super vanilla. Mek Guns also seem to have some game and might be the best KFF "target", much easier to keep them within 9". The Mek can also repair them.
I really don't like the looks of Transports and have no interest in them. Battlewagons can do some cool stuff with Deff Rollas but unless I'm spamming them I don't want to have 1-2 big targets for my opponent's guns. It feels like Orks are supposed to be super grindy, which is fine with me since that's what I wanted. Time will tell though.
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![[Post New]](/s/i/i.gif) 2017/06/01 08:19:21
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
France
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Nightlord1987 wrote:'Ard boyz gone? Thats just so dumb. Now my 2 units with plates, helmets, and iron Gobz have the same t shirt save as the guys actually wearing t-shirts.
Guess they were real worried some Orks in cover might get a 2+ save...
Also, I'm not too keen on how Clan has to be nominated. I painted all my Ork units to be different clans. One trukk Evil Suns, one trukk Bad Moons etc. I suppose in my head I'll have to translate <Clan> into <Tribe> instead.
Same, it's a very bad decision from GW.
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40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords |
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![[Post New]](/s/i/i.gif) 2017/06/01 10:14:29
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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Also, I'm not too keen on how Clan has to be nominated. I painted all my Ork units to be different clans. One trukk Evil Suns, one trukk Bad Moons etc. I suppose in my head I'll have to translate <Clan> into <Tribe> instead.
I don't think you will be the only one who modelled their forces around a larger Waargh rather than a clan-specific tribe. It will be fine as long as GW don't punish people from running non-clan armies in the future.
I am expecting when the proper Ork codex is released, rather than just the index, there will be bonuses for having mono-clan armies but also disadvantages like in the previous iterations of clan rules.
I also hope they keep the bonuses very small, e.g. a command point here and there, a slight points reduction on certain units or wargear, not the insanely powerful bonuses that bringing certain formations in 7th edition granted.
This will make it a real decision in army building, choosing between the flexibility of Waargh based army, or the restrictions and bonuses of a clan based armies.
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![[Post New]](/s/i/i.gif) 2017/06/01 10:19:11
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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All nobz having 'eavy armor for no point increase and the fact that you can put them in a transport with orher stuff might be enough to make them playable. Also, big choppas have reasonable cost and profiles. So, smasha nobz are finally in!
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This message was edited 1 time. Last update was at 2017/06/01 10:19:34
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