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![[Post New]](/s/i/i.gif) 2014/06/21 02:06:16
Subject: Ork rumours - First post updated 20th June
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Savage Khorne Berserker Biker
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so let me get this straight, i can run:
warboss
weirdboy
weirdboy
mek
mek
mek
burnas
truck
burnas
truck
boys
truck
boys
truck
boys
truck
mob of boys
mob of boys
mob of boys
mob of boys
mob of boys
mob of boys
???
if so.... keep calm and WAAAAAAAAAGH!!!!!!
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![[Post New]](/s/i/i.gif) 2014/06/21 02:07:30
Subject: Re:Ork rumours - First post updated 20th June
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Dakka Veteran
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rothrich wrote:I think that after playing with the codex a few times people will see that it is a definite upgrade. Waaagh is hugely upgraded! The old waaagh is now ere we go and can be used each and every turn. If you don't understand why this alone makes the new codex way better than the old something is wrong with you. The new waaagh is what every other assault army has wanted and has not gotten. we can run and then assault... What is not to love about that? The new mob rule is kind of a nerf but honestly it needed it. Tons of fearless mobs was almost silly. Now mob rule is actually a benefit to the smaller mobz. Everything got CHEAPER! well except boyz. Now we can take as many ard boyz squads as we want. so we can actually buy a save for our boyz mobz! This is a huge upgrade!!!! Mek gunz are awesome, flash gitz awesome, gorkamorka naughts awesome, buggies are awsomer! 5 outflanking heavy flamers??? Good luck surviving that anything! Now with the stompa in our actual codex it will be pretty hard for anyone to tell you that you can't use it. Maybe you cant use your regular codex entries then (looking at you riptide!) There are so many good things about this codex. The only reason that people are upset is that the lists that dominated 5th are not viable in 7th. Well that is the way that it goes. That is the goal of GW they want you to buy a new army full of new units!
I would agree with the post above. I think all the doomsayers need to take a deep breath and calm themselves. This is just a game after all. Perhaps play a game or 2 or at least watch a couple of battle reports before you cash in your chips.
On second thought, go ahead and cash in your chips, I am sure you will find players who will take models off your hands at steep discounts. Be sure and PM me if you are looking to unload some of your models!
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This message was edited 2 times. Last update was at 2014/06/21 02:09:31
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![[Post New]](/s/i/i.gif) 2014/06/21 02:10:50
Subject: Ork rumours - First post updated 20th June
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Tough-as-Nails Ork Boy
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streamdragon wrote:Automatically Appended Next Post:
Toburk wrote:There are some things that got clear cost reductions like bikes and deffkoptas, plus the old big guns of all things. There is also the cheese, like re-rolling 2+ armour saves. New mob rule seems to benefit trukk boyz, but the trukks now will deal 150% as many wounds in the explosion as they previously did.
All in all, I feel this codex is a clear downgrade from the old one, with no quality or inspiration present. Just as was feared and foretold. GW is clearly shoveling out product as fast a possible.
Let's be clear on a few things:
Re-rolling 2+ armor saves isn't cheese, because so many things can and will ignore 2+ armor saves. This isn't like Invulnerable save rerolls, or cover saves against armies with no Ignores Cover options.
It's not cheese, but it's the best this codex seems to get.  I love how they just had to make sure that the model was removed from the table if it fails the re-rolls too.
Nothing that was broken was fixed. Things that worked were broken. Some things got minor inconsequential cost changes ( lol @ lootas). While the new waagghh is good, it is now in a rather sub-par codex rather than in the codex were it would have been welcome.
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![[Post New]](/s/i/i.gif) 2014/06/21 02:12:14
Subject: Ork rumours - First post updated 20th June
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Longtime Dakkanaut
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Toburk wrote: streamdragon wrote:Automatically Appended Next Post:
Toburk wrote:There are some things that got clear cost reductions like bikes and deffkoptas, plus the old big guns of all things. There is also the cheese, like re-rolling 2+ armour saves. New mob rule seems to benefit trukk boyz, but the trukks now will deal 150% as many wounds in the explosion as they previously did.
All in all, I feel this codex is a clear downgrade from the old one, with no quality or inspiration present. Just as was feared and foretold. GW is clearly shoveling out product as fast a possible.
Let's be clear on a few things:
Re-rolling 2+ armor saves isn't cheese, because so many things can and will ignore 2+ armor saves. This isn't like Invulnerable save rerolls, or cover saves against armies with no Ignores Cover options.
It's not cheese, but it's the best this codex seems to get.  I love how they just had to make sure that the model was removed from the table if it fails the re-rolls too.
Nothing that was broken was fixed. Things that worked were broken. Some things got minor inconsequential cost changes ( lol @ lootas). While the new waagghh is good, it is now in a rather sub-par codex rather than in the codex were it would have been welcome.
wut
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![[Post New]](/s/i/i.gif) 2014/06/21 02:12:20
Subject: Ork rumours - First post updated 20th June
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Waaagh! Warbiker
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I'm neither super enthusiastic nor super disappointed, but I think we should wait until we played a few games with the new Codex before claiming it's the best or the worst Codex ever made.
Some things have improved and others have worsen, but so many have changed that we will need some time to figure out how to play with Orks in 7th edition.
Also, let's be honest: nobody will ever be perfectly happy about any Codex: GW will always produce them NOT exactly as any of us would like them to.
That's normal, and should be expected.
But I don't think there's any reason to panic.
As far as I am concerned, I am a bit disappointed they've removed Wazdakka, but I could use the model I made for him as a Warboss on that new bike relic now.
What about my 17 other warbikers? I can still field them, in a Battleforged or Unbound army, so I'm fine with it. They're not scoring units but they are still full of dakka, and that's all that matters to me!
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![[Post New]](/s/i/i.gif) 2014/06/21 02:14:57
Subject: Ork rumours - First post updated 20th June
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Nasty Nob
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While the overall power level seems to have stayed constant or dropped a little, at least the internal balance has been fixed a bit.
Grots and slugga boys are now worth taking instead of shoota boys.
Rokkits are generally worthwhile compared to Big Shootas. If I'm reading it right, Tankbustas are now 2 points less than Lootas, so they are comparable in effectiveness.
Dreads got better compared to Kans.
Battlewagons are no longer no-brainer choices.
Zzapp Guns are almost as good as Kannons.
All aircraft now seem to be roughly on a par.
Kommandos are at least semi-viable now.
Bikers seem like a good choice compared to Nob Bikers.
Big Meks on Bikes have some purpose.
Did Deffkoptas get a nerf to their stats (losing the extra wound maybe) or are they insanely good value now?
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![[Post New]](/s/i/i.gif) 2014/06/21 02:16:24
Subject: Ork rumours - First post updated 20th June
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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Sounds like a 10/10 release so far.
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![[Post New]](/s/i/i.gif) 2014/06/21 02:17:11
Subject: Ork rumours - First post updated 20th June
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Aspirant Tech-Adept
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Murrdox wrote:
This is what I don't get. Ghazzghul is THAT awesome that the opponent should have extra victory points from killing him?
He's a trap. Use him to lure your opponent into LoW...
"Hey, I want to use a LoW choice."
"No way!"
"But it's just Ghazghkull. Look, he's the same as always."
"Hum... well... okay."
And next game you bring the Stompa.
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![[Post New]](/s/i/i.gif) 2014/06/21 02:22:00
Subject: Ork rumours - First post updated 20th June
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Dakka Veteran
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Perfect Organism wrote:While the overall power level seems to have stayed constant or dropped a little, at least the internal balance has been fixed a bit.
Grots and slugga boys are now worth taking instead of shoota boys.
Rokkits are generally worthwhile compared to Big Shootas. If I'm reading it right, Tankbustas are now 2 points less than Lootas, so they are comparable in effectiveness.
Dreads got better compared to Kans.
Battlewagons are no longer no-brainer choices.
Zzapp Guns are almost as good as Kannons.
All aircraft now seem to be roughly on a par.
Kommandos are at least semi-viable now.
Bikers seem like a good choice compared to Nob Bikers.
Big Meks on Bikes have some purpose.
Did Deffkoptas get a nerf to their stats (losing the extra wound maybe) or are they insanely good value now?
Deffkoptas got no nerfs. Just free changes to rokkits.
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![[Post New]](/s/i/i.gif) 2014/06/21 02:31:34
Subject: Ork rumours - First post updated 20th June
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Tough-as-Nails Ork Boy
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The relic that allows the re-rolls for to-hit, to-wound, and saves removes the model if it fails three re-rolls in a turn.
So even if you make all the FNP rolls that come after the failed armour saves, it will still kill the warboss/bigmek even if you only use the re-rolls for armour saves.
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![[Post New]](/s/i/i.gif) 2014/06/21 02:34:00
Subject: Ork rumours - First post updated 20th June
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Nasty Nob
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So, if (and that's a big if) the information I've cobbled together is correct, it looks like Tankbustas got better in several minor ways which might make them a lot more viable:
They took a 20% points drop.
They no longer compete with Lootas in the Elite slot.
They have easy access to a Mek to keep their vehicle repaired.
They can take a transport (not sure what... just a trukk or can they get a BW?)
Bomb squigs are slightly better.
Painboy gives them some option for survivability.
Slight improvement with the new Glory Hogs.
On the other hand, we have several better options for handling vehicles now; Mek Guns, Blitza Bommas, Deffkoptas or just spamming rokkits all seem pretty viable.
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![[Post New]](/s/i/i.gif) 2014/06/21 02:36:36
Subject: Ork rumours - First post updated 20th June
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Longtime Dakkanaut
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Trukk only for DT, so...
And I don't think you can just turn Tankbustas into Meks anymore. You take Meks as slotless HQ choices, limit of 1 per Big Mek you have. Painboys will definitely be all over, but each Painboy is an HQ slot not going to a Big Mek or Warboss.
I look forward to 10 point Tankbustas and Tankhammers being AP3, but overall I think you're putting too many eggs in that AV10 open-topped basket.
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![[Post New]](/s/i/i.gif) 2014/06/21 02:39:29
Subject: Ork rumours - First post updated 20th June
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Nasty Nob
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How much is a little mek now anyway? Do they still have the option to take a rokkit or big shoota?
It seems like they expect you to put meks in your mek guns units, but I don't see why you would. Ld 7, I guess, but for a few more points you can get a Big Mek who offers proper leadership.
Does the Mob Rule work on Grots?
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![[Post New]](/s/i/i.gif) 2014/06/21 02:39:45
Subject: Ork rumours - First post updated 20th June
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Fresh-Faced New User
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Does anybody has the Chaos Codex at hand and can number a couple of units or characters which are good in CC?
I think that, with the lost of any viable invulnerable save, Orks characters do not stand any chance to actually punch a fight against any other good CC units/characters, so the option seems to ally with Chaos and let them play in that field. Unorky, sure, but I still do not understand losing Cybork bodies to the worhtless 6+ FnP.
I will be modelling Chaos characters as Ork-count as and use those rules.
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This message was edited 1 time. Last update was at 2014/06/21 02:40:18
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![[Post New]](/s/i/i.gif) 2014/06/21 02:43:19
Subject: Ork rumours - First post updated 20th June
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Nasty Nob
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streamdragon wrote:And I don't think you can just turn Tankbustas into Meks anymore. You take Meks as slotless HQ choices, limit of 1 per Big Mek you have.
You never could swap a tankbusta for a mek. That was one of the reasons they were inferior to lootas. So being able to take any meks at all is an improvement. If Meks are the same cost as before and they have rokkits and the rokkits are 5 points less than before (like every other rokkit option seems to be), then it's pretty much like getting free mek's tools on one tankbusta.
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![[Post New]](/s/i/i.gif) 2014/06/21 02:46:08
Subject: Ork rumours - First post updated 20th June
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Longtime Dakkanaut
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Perfect Organism wrote: streamdragon wrote:And I don't think you can just turn Tankbustas into Meks anymore. You take Meks as slotless HQ choices, limit of 1 per Big Mek you have.
You never could swap a tankbusta for a mek. That was one of the reasons they were inferior to lootas. So being able to take any meks at all is an improvement. If Meks are the same cost as before and they have rokkits and the rokkits are 5 points less than before (like every other rokkit option seems to be), then it's pretty much like getting free mek's tools on one tankbusta.
Ha, whoops. Burnas and Lootas could so I guess I just assumed Tank Bustas could also. I still think your Meks will generally be busy in places besides Tankbustas (or at least, Tankbustas in a trukk). Regular Meks can't get KFF or SAG, so putting a regular Mek with the Mek Gunz might be a better option than wasting the SAG on your Mek Gunz. (Depending on the particular choice of Gunz, I guess).
Ah well, sleep time.
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![[Post New]](/s/i/i.gif) 2014/06/21 02:48:14
Subject: Ork rumours - First post updated 20th June
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Charging Orc Boar Boy
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Perfect Organism wrote:So, if (and that's a big if) the information I've cobbled together is correct, it looks like Tankbustas got better in several minor ways which might make them a lot more viable:
They took a 20% points drop.
They no longer compete with Lootas in the Elite slot.
They have easy access to a Mek to keep their vehicle repaired.
They can take a transport (not sure what... just a trukk or can they get a BW?)
Bomb squigs are slightly better.
Painboy gives them some option for survivability.
Slight improvement with the new Glory Hogs.
On the other hand, we have several better options for handling vehicles now; Mek Guns, Blitza Bommas, Deffkoptas or just spamming rokkits all seem pretty viable.
Wait what slot are tankbustas in now?
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Stikk bommas are special among ork society for one reason - They know when you pull the pin out of a stikk bomb you throw the bomb not the pin!
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![[Post New]](/s/i/i.gif) 2014/06/21 02:49:44
Subject: Ork rumours - First post updated 20th June
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Twisted Trueborn with Blaster
East Coast
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rothrich wrote:I think that after playing with the codex a few times people will see that it is a definite upgrade. Waaagh is hugely upgraded! The old waaagh is now ere we go and can be used each and every turn. If you don't understand why this alone makes the new codex way better than the old something is wrong with you. The new waaagh is what every other assault army has wanted and has not gotten. we can run and then assault... What is not to love about that? The new mob rule is kind of a nerf but honestly it needed it. Tons of fearless mobs was almost silly. Now mob rule is actually a benefit to the smaller mobz. Everything got CHEAPER! well except boyz. Now we can take as many ard boyz squads as we want. so we can actually buy a save for our boyz mobz! This is a huge upgrade!!!! Mek gunz are awesome, flash gitz awesome, gorkamorka naughts awesome, buggies are awsomer! 5 outflanking heavy flamers??? Good luck surviving that anything! Now with the stompa in our actual codex it will be pretty hard for anyone to tell you that you can't use it. Maybe you cant use your regular codex entries then (looking at you riptide!) There are so many good things about this codex. The only reason that people are upset is that the lists that dominated 5th are not viable in 7th. Well that is the way that it goes. That is the goal of GW they want you to buy a new army full of new units!
After reading the leaks and summing it all up I can actually agree with this after a few deep breaths, we lost some kewl things and characters but gained alot too. The whole issue with 6th was that you couldnt get into assault with boyz anymore, "assault is dead". Well with run/assault and ere we go we can do that again. Boarding planks on wagons are going to be a huge deal (with wagons being more survivable), a wagon loaded with a painboy and 'Ard boyz could be a scary thing again and we can bring multiples. On Waaagh! turn thats an average assault distance of 24 1/2 inches! (6 for vehicle, 6 for guys getting out, 3.5 for run, 7 for assault distance rolled + 2" for boarding plank) Does no one else think this is awesome? And if thraka still gives us the auto 6 (idk if he does) that gives us a distance of 27 inches! And thats before the reroll of 'ere we go. You say they didnt address the issue and the issue for me was not being able to get there and now I feel I can get there. Hell even if Im not in a transport my average assault distance 18 1/2 inches before the reroll. If yall are mad because you dont see an auto win button go play one of the net lists and be done with it. Buy your victories with Transcendent c'tans and eldar titans and feel awesome about yourself. If you wanna have to think your game through then stop bitching, stop yelling at your mom for meat loaf, and come get in the thick of it.
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'When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.'
-Parody of the Litany of Command,
popular among commissar cadets |
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![[Post New]](/s/i/i.gif) 2014/06/21 02:52:03
Subject: Ork rumours - First post updated 20th June
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Yellin' Yoof on a Scooter
In Da Junk Yard Makin' Fings
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streamdragon wrote: Mumblez wrote: streamdragon wrote:Yeah guys, totally chill! I mean it's not like people have listed known issues or anything!
It definitely seems our characters will be in some trouble when challenged due to the lack of invulns. Thankfully warbosses are pretty tough so they should be able to survive what other characters can dish out and then just instant kill them with a PK. Nobs I would hesitate to accept challenges with - you'll need the bosspole to keep the unit in check, so why risk losing it fighting just one 'umie? Shooting shouldn't be as big of a problem, just use LO,S! a lot.
I don't think anybody was saying this new book was flawless, but it's what we have now and crying about it certainly won't help anyone. Just give it some time, we haven't even seen everything yet. Good lists will emerge. Until then, let's try to stay positive and figure out ways around the weaknesses we have.
If it were not for Waagh!, Warbosses would be a waste of points. Challenges? Try monstrous creatures, Force Weapons or any other ID route; you can either decline the challenge and your boss sits around with his dakka up his fungus, or you can accept and pray to mork and gork that your opponent's dice just completely crap the bed. No option for invulnerable saves on characters is insane. Is there another non-Tyranid (because they're at least MC HQ slots!) army that can't protect its leaders like this? I honestly can't think of one:
SM of all kinds: Iron Halo
Tau: Shield Generators/Drones
Eldar: Rune Armor
Necrons: Phase Shifter
D. Eldar: Shadow Field
AM: Rosarius
SoB: Rosarius
CSM: Dark Aura
Chaos Daemons: Daemonic Aura
Did I miss anyone? A Painboy in with your Warboss has become an auto-include if you want him to have a chance of doing anything. Are painboys tough? Pretty sure they're T4 W2 like a nob? Good luck with that. Precision shots is a thing as well, though thankfully rarer than it used to be.
Nobs are basically bosspole bitches. Like you said you can't really use them for fear of them dying; so now my glorious Ork leader who should be wanting to get stuck in is hiding in the back, hoping he can smack his buddy with a bosspole. Narrative Forged! So Cinematic! Waaagh! indeed!
Saying "Just fill up FoCs with Grotz!" is a cop-out. It's basically attempting to handwave away serious issues with the book and pretend that Grots will solve it. They won't. They're basically a tax on your other units at this point, since a unit of 10 grots won't reliably do anything other than die, most likely giving up VP in the process. Goody.
This book is far from flawless; I think it's units with no flaws are the exceptions, rather than the rules, given so many units had flaws that needed correcting. Guess how many of them saw those corrections. Because the information so far suggests pretty much 0 of them. Did we get some good stuff? Sure, we did. The new Mek Gunz answer some of the armies overall issues like Skyfire, so I'm sure we'll see tons of them. Did we get anything close to the update that people were hoping for, after 3 frelling editions? If you answer yes, you have exceedingly low expectations. Congrats I guess.
Automatically Appended Next Post:
Toburk wrote:There are some things that got clear cost reductions like bikes and deffkoptas, plus the old big guns of all things. There is also the cheese, like re-rolling 2+ armour saves. New mob rule seems to benefit trukk boyz, but the trukks now will deal 150% as many wounds in the explosion as they previously did.
All in all, I feel this codex is a clear downgrade from the old one, with no quality or inspiration present. Just as was feared and foretold. GW is clearly shoveling out product as fast a possible.
Let's be clear on a few things:
Re-rolling 2+ armor saves isn't cheese, because so many things can and will ignore 2+ armor saves. This isn't like Invulnerable save rerolls, or cover saves against armies with no Ignores Cover options.
New Mob Rule doesn't benefit anyone, really. You used to be fearless above 10; you no longer are. Hell, have we even confirmed that it still increases LD based on model count? Or are we stuck with LD 7 on Boyz unless you stick an IC into the group?
Melcavuk, thank you ever so much for patiently answering everyones questions!
I was at my local GW store this afternoon picking up a copy of WDW when the manager mentions that the codex was going to drop in 10 minutes. So, I wait around for the codex to drop and pre-ordered the Warboss Edition as soon as the link was up on the GW site. I leave the GW store as happy as a dog in a fire hydrant factory secure in the knowledge that I just made my first limited edition purchase from GW and that I'm the proud new owner of the much vaunted Warboss Edition Ork Codex. I spend the next few hours running errands, all the while imaging what manner of Orky goodness awaited me within the precious pages of this mighty tome.
Then I came home ... eagerly came here to DakkaDakka to read this thread ... and my mood went from one of joy and elation, to one of disbelief, sadness and eventually anger.
After waiting for an updated codex through three editions and six years, GW graces us with this abomination. WTF GW?
Now I feel like a fething idiot after having pre-ordered the Warboss Edition this afternoon. GW, may the fleas of a thousand Sqigs infest your crotch!
Orks are my only army and have been so since the beginning of 3rd edition. I won't give up on them now despite the pile of Sqiggoth Gak GW is trying to pass off as our new codex. My love of our beloved Greenskins is too strong and I'll WAAAGH! on in spite of GW.
... END OF RANT, RETURNING TO OUR REGULARLY SCHEDULED PROGRAMMING ...
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![[Post New]](/s/i/i.gif) 2014/06/21 02:55:59
Subject: Ork rumours - First post updated 20th June
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Dakka Veteran
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BigMekGearGrinda wrote: streamdragon wrote: Mumblez wrote: streamdragon wrote:Yeah guys, totally chill! I mean it's not like people have listed known issues or anything!
It definitely seems our characters will be in some trouble when challenged due to the lack of invulns. Thankfully warbosses are pretty tough so they should be able to survive what other characters can dish out and then just instant kill them with a PK. Nobs I would hesitate to accept challenges with - you'll need the bosspole to keep the unit in check, so why risk losing it fighting just one 'umie? Shooting shouldn't be as big of a problem, just use LO,S! a lot.
I don't think anybody was saying this new book was flawless, but it's what we have now and crying about it certainly won't help anyone. Just give it some time, we haven't even seen everything yet. Good lists will emerge. Until then, let's try to stay positive and figure out ways around the weaknesses we have.
If it were not for Waagh!, Warbosses would be a waste of points. Challenges? Try monstrous creatures, Force Weapons or any other ID route; you can either decline the challenge and your boss sits around with his dakka up his fungus, or you can accept and pray to mork and gork that your opponent's dice just completely crap the bed. No option for invulnerable saves on characters is insane. Is there another non-Tyranid (because they're at least MC HQ slots!) army that can't protect its leaders like this? I honestly can't think of one:
SM of all kinds: Iron Halo
Tau: Shield Generators/Drones
Eldar: Rune Armor
Necrons: Phase Shifter
D. Eldar: Shadow Field
AM: Rosarius
SoB: Rosarius
CSM: Dark Aura
Chaos Daemons: Daemonic Aura
Did I miss anyone? A Painboy in with your Warboss has become an auto-include if you want him to have a chance of doing anything. Are painboys tough? Pretty sure they're T4 W2 like a nob? Good luck with that. Precision shots is a thing as well, though thankfully rarer than it used to be.
Nobs are basically bosspole bitches. Like you said you can't really use them for fear of them dying; so now my glorious Ork leader who should be wanting to get stuck in is hiding in the back, hoping he can smack his buddy with a bosspole. Narrative Forged! So Cinematic! Waaagh! indeed!
Saying "Just fill up FoCs with Grotz!" is a cop-out. It's basically attempting to handwave away serious issues with the book and pretend that Grots will solve it. They won't. They're basically a tax on your other units at this point, since a unit of 10 grots won't reliably do anything other than die, most likely giving up VP in the process. Goody.
This book is far from flawless; I think it's units with no flaws are the exceptions, rather than the rules, given so many units had flaws that needed correcting. Guess how many of them saw those corrections. Because the information so far suggests pretty much 0 of them. Did we get some good stuff? Sure, we did. The new Mek Gunz answer some of the armies overall issues like Skyfire, so I'm sure we'll see tons of them. Did we get anything close to the update that people were hoping for, after 3 frelling editions? If you answer yes, you have exceedingly low expectations. Congrats I guess.
Automatically Appended Next Post:
Toburk wrote:There are some things that got clear cost reductions like bikes and deffkoptas, plus the old big guns of all things. There is also the cheese, like re-rolling 2+ armour saves. New mob rule seems to benefit trukk boyz, but the trukks now will deal 150% as many wounds in the explosion as they previously did.
All in all, I feel this codex is a clear downgrade from the old one, with no quality or inspiration present. Just as was feared and foretold. GW is clearly shoveling out product as fast a possible.
Let's be clear on a few things:
Re-rolling 2+ armor saves isn't cheese, because so many things can and will ignore 2+ armor saves. This isn't like Invulnerable save rerolls, or cover saves against armies with no Ignores Cover options.
New Mob Rule doesn't benefit anyone, really. You used to be fearless above 10; you no longer are. Hell, have we even confirmed that it still increases LD based on model count? Or are we stuck with LD 7 on Boyz unless you stick an IC into the group?
Melcavuk, thank you ever so much for patiently answering everyones questions!
I was at my local GW store this afternoon picking up a copy of WDW when the manager mentions that the codex was going to drop in 10 minutes. So, I wait around for the codex to drop and pre-ordered the Warboss Edition as soon as the link was up on the GW site. I leave the GW store as happy as a dog in a fire hydrant factory secure in the knowledge that I just made my first limited edition purchase from GW and that I'm the proud new owner of the much vaunted Warboss Edition Ork Codex. I spend the next few hours running errands, all the while imaging what manner of Orky goodness awaited me within the precious pages of this mighty tome.
Then I came home ... eagerly came here to DakkaDakka to read this thread ... and my mood went from one of joy and elation, to one of disbelief, sadness and eventually anger.
After waiting for an updated codex through three editions and six years, GW graces us with this abomination. WTF GW?
Now I feel like a fething idiot after having pre-ordered the Warboss Edition this afternoon. GW, may the fleas of a thousand Sqigs infest your crotch!
Orks are my only army and have been so since the beginning of 3rd edition. I won't give up on them now despite the pile of Sqiggoth Gak GW is trying to pass off as our new codex. My love of our beloved Greenskins is too strong and I'll WAAAGH! on in spite of GW.
... END OF RANT, RETURNING TO OUR REGULARLY SCHEDULED PROGRAMMING ...
Before you wage Waaagh! on GW, playtest the rules! Might be better than you think.
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![[Post New]](/s/i/i.gif) 2014/06/21 02:58:44
Subject: Ork rumours - First post updated 20th June
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Nasty Nob
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Elite still, but Lootas moved to Heavy Support.
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![[Post New]](/s/i/i.gif) 2014/06/21 03:03:07
Subject: Ork rumours - First post updated 20th June
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Insect-Infested Nurgle Chaos Lord
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Sadly, the odd are I'll buy it anyway...
Too ork addicted to quit, and maybe I can find a list I like in the new Dex.
Well, we will see .
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2014/06/21 03:07:49
Subject: Ork rumours - First post updated 20th June
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Krazed Killa Kan
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BigMekGearGrinda wrote:
I was at my local GW store this afternoon picking up a copy of WDW when the manager mentions that the codex was going to drop in 10 minutes. So, I wait around for the codex to drop and pre-ordered the Warboss Edition as soon as the link was up on the GW site. I leave the GW store as happy as a dog in a fire hydrant factory secure in the knowledge that I just made my first limited edition purchase from GW and that I'm the proud new owner of the much vaunted Warboss Edition Ork Codex. I spend the next few hours running errands, all the while imaging what manner of Orky goodness awaited me within the precious pages of this mighty tome.
Then I came home ... eagerly came here to DakkaDakka to read this thread ... and my mood went from one of joy and elation, to one of disbelief, sadness and eventually anger.
After waiting for an updated codex through three editions and six years, GW graces us with this abomination. WTF GW?
Now I feel like a fething idiot after having pre-ordered the Warboss Edition this afternoon. GW, may the fleas of a thousand Sqigs infest your crotch!
Orks are my only army and have been so since the beginning of 3rd edition. I won't give up on them now despite the pile of Sqiggoth Gak GW is trying to pass off as our new codex. My love of our beloved Greenskins is too strong and I'll WAAAGH! on in spite of GW.
... END OF RANT, RETURNING TO OUR REGULARLY SCHEDULED PROGRAMMING ...
Just cancel your preorder until other people playtest and review it.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2014/06/21 03:09:03
Subject: Ork rumours - First post updated 20th June
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Liche Priest Hierophant
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I must have missed it somewhere, how did rokkits get buffed? I seen it mentioned several times now and I can't find how they were buffed.
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![[Post New]](/s/i/i.gif) 2014/06/21 03:09:56
Subject: Ork rumours - First post updated 20th June
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Nasty Nob
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BooBoo wrote:Does anybody has the Chaos Codex at hand and can number a couple of units or characters which are good in CC?
I think that, with the lost of any viable invulnerable save, Orks characters do not stand any chance to actually punch a fight against any other good CC units/characters, so the option seems to ally with Chaos and let them play in that field. Unorky, sure, but I still do not understand losing Cybork bodies to the worhtless 6+ FnP.
I will be modelling Chaos characters as Ork-count as and use those rules.
I think Chaos Terminators are pretty much the best close combat unit they have.
Compared to Meganobs:
Relentless instead of S&P.
Cheaper.
Can take Lightning Claws and have decent initiative.
Only one wound each, but free 5+ Invulnerable.
Can get FNP with Mark of Slaanesh and the Icon of Excess, but more expensive than a Painboy. Alternatively, can get +1 T or 4+ Invulnerable.
Leadership 9, can get +1 Leadership or Fearless.
Combi-flamer is inferior to Kombi-skorcha, but Combi-melta is pretty sweet.
Fewer attacks, no furious charge unless you pay for an expensive upgrade.
Can take a Land Raider as a DT or Deep Strike. Automatically Appended Next Post: Matt.Kingsley wrote:I must have missed it somewhere, how did rokkits get buffed? I seen it mentioned several times now and I can't find how they were buffed.
Same rules, cheaper cost.
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This message was edited 1 time. Last update was at 2014/06/21 03:10:35
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![[Post New]](/s/i/i.gif) 2014/06/21 03:13:05
Subject: Re:Ork rumours - First post updated 20th June
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Fresh-Faced New User
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I think Chaos Terminators are pretty much the best close combat unit they have.
Compared to Meganobs:
Relentless instead of S&P.
Cheaper.
Can take Lightning Claws and have decent initiative.
Only one wound each, but free 5+ Invulnerable.
Can get FNP with Mark of Slaanesh and the Icon of Excess, but more expensive than a Painboy. Alternatively, can get +1 T or 4+ Invulnerable.
Leadership 9, can get +1 Leadership or Fearless.
Combi-flamer is inferior to Kombi-skorcha, but Combi-melta is pretty sweet.
Fewer attacks, no furious charge unless you pay for an expensive upgrade.
Can take a Land Raider as a DT or Deep Strike.
Thanks a lot for the reply, Perfect Organism. What about their HQ's? Anything worthwile taking in CC from your point of view?
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This message was edited 1 time. Last update was at 2014/06/21 03:17:52
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![[Post New]](/s/i/i.gif) 2014/06/21 03:19:20
Subject: Re:Ork rumours - First post updated 20th June
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Charging Orc Boar Boy
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BooBoo wrote:I think Chaos Terminators are pretty much the best close combat unit they have.
Compared to Meganobs:
Relentless instead of S&P.
Cheaper.
Can take Lightning Claws and have decent initiative.
Only one wound each, but free 5+ Invulnerable.
Can get FNP with Mark of Slaanesh and the Icon of Excess, but more expensive than a Painboy. Alternatively, can get +1 T or 4+ Invulnerable.
Leadership 9, can get +1 Leadership or Fearless.
Combi-flamer is inferior to Kombi-skorcha, but Combi-melta is pretty sweet.
Fewer attacks, no furious charge unless you pay for an expensive upgrade.
Can take a Land Raider as a DT or Deep Strike.
Thanks a lot for the reply, Perfect Organism. What about their HQ's? Anything worthwile taking in CC from your point of view?
This is an ork thread not a chaos thread y'all can take the chaos noise to tactics. Stay on topic.
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Stikk bommas are special among ork society for one reason - They know when you pull the pin out of a stikk bomb you throw the bomb not the pin!
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![[Post New]](/s/i/i.gif) 2014/06/21 03:20:05
Subject: Ork rumours - First post updated 20th June
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Liche Priest Hierophant
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Ah, ok. So it isn't an extra buff to Tankbustas. Either way, I'm liking how the 'bustas are looking, I may actually take them!
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![[Post New]](/s/i/i.gif) 2014/06/21 03:22:58
Subject: Ork rumours - First post updated 20th June
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Yellin' Yoof on a Scooter
In Da Junk Yard Makin' Fings
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Deunstephe wrote:Before you wage Waaagh! on GW, playtest the rules! Might be better than you think.
You're right, but from what I've gathered from reading this thread since the codex dropped, we've got our work cut out for us.
The points drops are great, but the nerfs and omissions have me concerned. It seems that while we get a break in points costs, we're doing so at the expense of survivability. It seems that when you compare units from the last edition/codex to their equivalents in the new edition/codex, larger units are required to attain the same level of survivability (ex: Warbikers, Stormboyz). What this means to me is that in order to attain the same level of survivability, I have to increase the size of these units, hence pay more money to buy more models. This seems to be especially true due to the changes in the Morale, FNP, KFF and Save rules. Also, the changes in our HQ units is troubling in that we won't be able to protect our troops as effectively as we could last edition/codex.
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![[Post New]](/s/i/i.gif) 2014/06/21 03:33:31
Subject: Re:Ork rumours - First post updated 20th June
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Brooding Night Goblin
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With the changes to Cybork body MANZ have no invul save now? Do they still have inbuilt Cybork from Mega armor? Point change for Manz? Otherwise they weren't that good but got nerfed....
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Waaagh: 2500pts
Death Korps of Kreig 2300pts
Adeptus Mechanicus 2000pts
Sphess marheens 1850pts
Emo eldar: 1250
Skaven 3500pts
Orcs and gobbos 2500
Kharadron 1000
Stormcast 2000
Ariadna 300pts
Morat agression force 170pts
Some stray Dystopian wars and Dropzone commander armies |
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