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Made in us
Krazed Killa Kan






 deffrekka wrote:
The normal (small) mek ^ cant take the big meks wargear, so why would he have a kff


Well they don't sell the big mek with KFF any more.

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. 
   
Made in us
Battlefortress Driver with Krusha Wheel






 Vineheart01 wrote:
 Melcavuk wrote:
My mistake, 10 points for riggers on Battlewagon, in my opinion worth it.


Oh hell yea. Grot riggers on anything that isnt a Buggy is damn worth it (be surprised if a buggy survived an attack anyway since its AV10 2hp)

Stormboyz are no faster than before. Before they were 12 + D6" in the movement, and could run normally. Now theyre 12" move and 2D6" run with the entire unit taking a Dangerous Terrain test in the process....which is a HUGE nerf as that will remove far more boyz than the old rules ever did.
I will probably still find a use for them, since i love the models and 12" powerklaw is nothing to sneeze at. Just gotta be weary howi move them.


I wouldn't say so. They are definatley garbage for kans. kans went up 10 ponts each even with the free weapons, unless you used the grotzooka, then its only 5 more now. But they are still only 2 HP, and now have a chance to run. 60 extra points for a unit who might get to roll that twice dosent seem like a good use for it. The dredd behind them maybe, sure on battlewagons and stompas and whatnot. But kans probably took the biggest hit.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Nasty Nob




Cary, NC

All Slugga Boys come with Stikkbombs?

Just so people don't think I am complaining because I want better orks (I do, but it's not why I'm complaining):

What I liked about the 3rd edition Stikkbomb boys (and the OPTION of taking Stikkbombs for Boys in our 4th edition codex) was that Orks had trouble remembering which end of the stikkbomb to throw, and only elite orks could remember this important, highly technical fact in the heat of combat.

Now you just give them to all the lads. Sigh. It's a loss of orky character and flavor in the book, for no additional gain. You could have made Slugga Boys 1 point cheaper, and let them take Stikkbombs for 1 point each. So easy.

I don't get the weird change to Stormboys either. 2d6 run with a dangerous terrain test? Who would do that? On average, you are adding 1" of movement for a 1 in 6 chance of killing each model. That sounds like a HORRIBLE deal. I like orky randomness, but they are orks, not morons. I can see a few landing on their heads, but this just seems DUMB. It's added randomness for no real benefit or character.

 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

johnleebassist wrote:Melcavuk you are a god!! Thank you so much for putting in the time to chat with us.

I have 2 questions.

1. Could you detail the formation in the book?

2. Are nobz and meganobz different unit entries?


1 Warboss
1 Mek
1 unit of Nobz or Meganobz
6 units of Boyz
1 unit of Gretchin
Can Waaagh every turn after the first, reroll warlord traits, if a mob rolls 10 or higher on the charge they get hammer of wrath

And yes, 2 different entries

Vankraken wrote:50 points base for a Killa Kan with big shoota. That seems like a large price hike when before it was 35 points base with +5 for a big shoota. Other than the vehicle moral tomfoolery did anything else about the kanz change?


Weapons got cheaper. KMB is now 5 points, same with zooka and skorcha,

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in gb
Stabbin' Skarboy





crewe

That new mek is too small for a big mek anyway, make your own, take it from the morkanaut or wait and see if the big Mek in mega armour has it on his sprue

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in gb
Squishy Squig




England

The idea that anything in the old codex was OP is laughable. Biker nobs were very tough and could deal out terrific damage but they cost a lot too. Any opponent with any sense concentrated his shooting on them and frequently managed to drop them before they got stuck in. I loved my deff rollas but they often failed to do anything much. Too ,many armour and cover saves for any infantry they targetted. And the wagons usually had to expose their weaker side armour to make use of them.

Oh and before I forget, we know planks give a buff to disembarking and charging but do they still allow for assaulting a nearby vehicle without getting out of the ride?

This message was edited 2 times. Last update was at 2014/06/21 19:33:54


Play up Pompey! 
   
Made in gb
Fresh-Faced New User





I don't like it.

This message was edited 1 time. Last update was at 2014/06/21 20:02:27


 
   
Made in cn
Been Around the Block





China

roll...on the mob chart....
I can take nerfs
I'll deal with OP units
but for the love of God no more flippin random tables !

so now you roll leadership, fail, roll on mob chart, reroll with boss pole, roll how many hits can roll to wound, armor saves... was this really need necessary...it already takes ten minutes to roll ppsychic powers. this is the worst thing
   
Made in us
Lesser Daemon of Chaos





San Mateo, CA

 Melcavuk wrote:
johnleebassist wrote:Melcavuk you are a god!! Thank you so much for putting in the time to chat with us.

I have 2 questions.

1. Could you detail the formation in the book?

2. Are nobz and meganobz different unit entries?


1 Warboss
1 Mek
1 unit of Nobz or Meganobz
6 units of Boyz
1 unit of Gretchin
Can Waaagh every turn after the first, reroll warlord traits, if a mob rolls 10 or higher on the charge they get hammer of wrath

And yes, 2 different entries

Vankraken wrote:50 points base for a Killa Kan with big shoota. That seems like a large price hike when before it was 35 points base with +5 for a big shoota. Other than the vehicle moral tomfoolery did anything else about the kanz change?


Weapons got cheaper. KMB is now 5 points, same with zooka and skorcha,


So does the whole Waaaagh thing REPLACE objective secured? So presumably all new codexes will come out with these little FOC bonuses?

5000
Who knows? 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

The formation doesnt list objective secured as a rule, nor does the Ork detachment. It seems to be a feature of the combined arms detachment in the corebook and these rules are instead of it.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

MeanGreenStompa wrote:

The deff rolla was one of two viable options we had for dealing with AV14, along with a PK equipped warboss. Both of these required you get them to their intended target. As to using them on targets other than, everyone got armor saves. Those with poor armor saves had weight of numbers vs the single d6.
It was in no way whatsoever 'broken', it also cost a lot of points.

The codex was what, 6 years old, older? In that time, many other codices have been done, the 'power' has crept up considerably. So when you take our best and make it worse and worst and bring it to the downgraded 'best', you end up with a lower mean capability on a codex that was already totally outgunned. You end up with an antiquated beige army that can't match the more recent codices it will be facing.

It required no nerfing, no downgrading, it was already showing its age more than a bit. Readjusting balance in a book a couple of years old is one thing, taking something this old and upping point costs and reducing capabilities was ridiculous. We should have seen boosts, inclusion and capability, instead we saw a very old book slightly adjusted, overfilled in slots and generally made less effective.

With the removal of the ability to make certain units troops we've lost options, not gained them. We didn't need our units 'balanced to themselves', we needed our army balanced to the rest of the armies.


THIS is exactly how I feel about everything I've seen so far. You could not have put it better. Thank you for expressing my thoughts so precisely.

Exalted
   
Made in us
Sneaky Kommando





so what are the new mek gunz doing? the one is supposed to be lifta droppa, the anti air sounds like similar randomness, kmc is sr8? bubble chukka?



 
   
Made in ca
Dakka Veteran




 Melcavuk wrote:
1 Warboss
1 Mek
1 unit of Nobz or Meganobz
6 units of Boyz
1 unit of Gretchin
Can Waaagh every turn after the first, reroll warlord traits, if a mob rolls 10 or higher on the charge they get hammer of wrath


Hmm...I can see that formation being popular. Works very well for a trukk heavy or mixed army.

Nobz are slightly cheaper and bikes are more expensive - are any of the nob weapon options or other equipment cheaper than before?
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

XC18 wrote:
7th edition is focused on controlling objectives.

I was planning to change my biker deathstar into an small & cheap unit of nobz bikers (with painboy for + survivability), that will turboboost here and there all over the board to collect VP each turn for me.
Now the new codex gives me +3 cover /4+ armour/5+ FNP ? Suits me very well.
Same for the stormboyz. 2D6 run ? they can reach an objective like nobody now.

The changes on bikers and even stormboys look like nerf, but maybe that because we still want to play them like we did in previous editions.

I am pretty sure we will discover plenty of new tactics with our new codex - so don't sell your army yet... ;p



Nobz are elite still correct? Are they allowed to score as elite in 7th? I've not gotten the book yet.
   
Made in mx
Fresh-Faced New User




Thanks again Melcavuk.

A couple of extra questions.

Trukks are 30 pts base, right? They come with Big shoota and have a free Rokkit swap. Which upgrades can they get and for how many points? Reinforced Ram, Red Paint Job, Grot Riggers, Boarding Plank and Wrecking Ball?

Which is the cost for Kombi Weapons? 5 pts for Kombi/Skorcha and/or Kombi/Rokkit?

Are rokkits on Boys Mob cheaper? +5 pts right?

Can Tankbustas purchase an extra Nob who can pay for a PK/BC, Bosspole?
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

decker_cky wrote:
 Melcavuk wrote:
1 Warboss
1 Mek
1 unit of Nobz or Meganobz
6 units of Boyz
1 unit of Gretchin
Can Waaagh every turn after the first, reroll warlord traits, if a mob rolls 10 or higher on the charge they get hammer of wrath


Hmm...I can see that formation being popular. Works very well for a trukk heavy or mixed army.

Nobz are slightly cheaper and bikes are more expensive - are any of the nob weapon options or other equipment cheaper than before?


Eavy armour dropped by a point (to 4) but thats it

BooBoo wrote:Thanks again Melcavuk.

A couple of extra questions.

Trukks are 30 pts base, right? They come with Big shoota and have a free Rokkit swap. Which upgrades can they get and for how many points? Reinforced Ram, Red Paint Job, Grot Riggers, Boarding Plank and Wrecking Ball?

Which is the cost for Kombi Weapons? 5 pts for Kombi/Skorcha and/or Kombi/Rokkit?

Are rokkits on Boys Mob cheaper? +5 pts right?

Can Tankbustas purchase an extra Nob who can pay for a PK/BC, Bosspole?


Righty...
Yes 30 base, yes rokkit is a free switch. Access to vehicle chart: Red point job, reinforced ram, grot riggers, boarding plank, wrekkin ball, stickbomb chukka, extra arma. Ball riggers and armour are 10, plank is 15, everything else is 5
Kombi skorcha is 10, rokkit is 5
Rokkit is boyz mob is 5 points
Yes they can have a boss nob, yes he can have a klaw and boss pole

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in is
Guardsman with Flashlight



Iceland

Am I right in that everything is scores in this codex/edition and troops slots have objective secure?

Can every unit take Battle Wagons as dedicated transports?

This message was edited 2 times. Last update was at 2014/06/21 20:52:55


 
   
Made in mx
Fresh-Faced New User




so what are the new mek gunz doing? the one is supposed to be lifta droppa, the anti air sounds like similar randomness, kmc is sr8? bubble chukka?


You can purchase the older Big Gunz (Kannon, Lobba, Zzap) for 18 pts per Gun, they come with two grots, may purchase extra grots and an ammo runt.
The new Mek Gunz are as follows (30 pts each):
All have 36" Range.
Bubble Chucka: SP/AP D6. Heavy 1, Large Blast. (you roll once for S and AP).
Smasha Gun: SP D6+ 4, AP 1, Heavy 1.
Traktor Kannon: S8 AP3 Heavy 1, Skyfire, Traktor (auto immobilizes regardless of other effects and FMC have to test Ground Tests at -3 if they suffer any wounds)
Kustom Mega Kannon: S8 AP3 Heavy 1, Blast, Gets Hot.
   
Made in us
Sneaky Kommando





so
smasha gun s5-10ap1 averages s7
bubble chucka roll at beginning of the game for s and ap
traktor cannon str8 if hits auto immobilize flyers (-1hull point?)
that sum it up
do they come with 2 grots upgrade to 6?

This message was edited 1 time. Last update was at 2014/06/21 20:10:41




 
   
Made in ca
Dakka Veteran




So how are people feeling about nobz? 22 pts with 'eavy armour makes for pretty decent value, and they hit hard with a waaaagh banner and various weapons (not with improved big choppas).
   
Made in gb
Regular Dakkanaut




Do smasha gunz and bubble chukkas roll strength per gun or once for whole unit please?
   
Made in gb
Stabbin' Skarboy





crewe

Isn't it 21pts as eavy armour is 4pts


Automatically Appended Next Post:
Never mind, thought nobs were 17pts now

This message was edited 1 time. Last update was at 2014/06/21 20:30:02


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Battlefortress Driver with Krusha Wheel






forgotten ghosts wrote:
so
smasha gun s5-10ap1 averages s7
bubble chucka roll at beginning of the game for s and ap
traktor cannon str8 if hits auto immobilize flyers (-1hull point?)
that sum it up
do they come with 2 grots upgrade to 6?


no, bubblechucka rolls once each turn, and ONLY after you have declared targets, making it a bit worse then your description.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Sneaky Kommando





 Orock wrote:
forgotten ghosts wrote:
so
smasha gun s5-10ap1 averages s7
bubble chucka roll at beginning of the game for s and ap
traktor cannon str8 if hits auto immobilize flyers (-1hull point?)
that sum it up
do they come with 2 grots upgrade to 6?


no, bubblechucka rolls once each turn, and ONLY after you have declared targets, making it a bit worse then your description.

thats what i assumed the wording of roll once made me question though, does that mean once per unit then or per gun?



 
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

Does anybody know if the Big Choppa got changed? I always really felt like we needed some more options for CC weapons, and not just "nothing or a Klaw".

2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in us
Sneaky Kommando





+2 s ap5



 
   
Made in nz
Longtime Dakkanaut





New Zealand

 TedNugent wrote:
These damn Meks and the new Painboys are monopose and they don't have a Kustom Forcefield on the sprue.
Spoiler:





Ta for the sprue pics, hadn't seen them before.

Yes, mono-pose is disappointing, although at least head/arm swaps are easy. And bulking up that mek backpack into a KFF wouldn't be hard.

My biggest complaint is the high price, given they're one tiny sprue with no alternate parts (not even a choice of heads) other than one mek arm swap.
   
Made in us
Sneaky Kommando





 adamsouza wrote:
bunch of stuff already covered so we can keep the repeat questions down.


HQs listed as
Zagstruk
Grotsnik
Mek is a slotless HQ, 1 per actual HQ bought
Big Mek does not change FoC
Painboy
Warboss does not change FoC
Weirdboy.
Badrukk is a HQ (3+, 5++, str 7 AP2 assault 3 gun) , Badrukk has the rules listed for Da Rippa, but it is not listed in his wargear
Snikrot is not HQ, Snikkrot an elite (doesnt take a slot if taken with Kommandos) (shrouded on arrival, you pick an edge to outflank dont roll)
No Wazdakka
No Zogwort.
Ghaz is a LOW now, can take runts/squigs, stats look unchaged

D6 Warlord Trait
1 Prophet of the Waaagh!: Mork (or possibly Gork) has chosen this Warlord for greatness, and every Ork under his command knows it.
The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.
2 Bellowing Tyrant: This Warlord is an unholy terror, a roaring lunatic whose every (very loud) word is law.
The Warlord, and all friendly units with the Orks Faction within 12" of him, re-roll failed Morale checks and Pinning tests.
3 Like a Thunderbolt!: This Warlord is a master of the all-out, no-holds-barred, headlong charge into battle.
The Warlord, and all friendly units with the Orks Faction within 12" of him, can re-roll all the dice when determining Run moves or charge range.
4 Brutal but Kunnin’: This Warlord has a sneaky streak a mile wide and knows just where to hit his foes.
The Warlord can re-roll one failed To Hit or To Wound roll each turn.
5 Kunnin’ but Brutal: The Warlord knows when to roll with a punch, and can shrug off the hardest blows.
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
6 Might is Right: Made of muscle and aggression, this Warlord is the embodiment of the Orks’ warlike nature.
The Warlord receives +1 to the Strength characteristic on his profile.

Buggys don't get new weapons, do get Grot Riggers at 10 points.
Not seen anything about FNP at all yet.
Grot riggers don't just work for IWND on 'nauts, any vehicle that has them, but cost per vehicle seems to differ. 20 to put them on a 'naut. BW don't seem to have the option.
Looks to be a lot more options with selecting wargear for meks
"A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists."
Mob rule is replaced by the D6 roll, yes.

Kustom Mega Slugga is a thing.
A Big Mek with mega armour can take one of the following
- Tellyport blasta Tellyporta blasta is the back mouned thing I've been describing and seems... uh, situational at best? Very short range weapon but causes instant death on a 6 wound. Rolling a 6 on AP causes a penetrating hit regardless of AV.
- Kustom force field
- Shock attack gun roll of double 6 is vortex!!!
- KFF can be combined with mega armour and bikes, Shock attack gun seems to be combinable with bikes.
- Git finda on SAG mek?



Relics:
Gifts of Gork and Mork
Da Dead Shiny Shoota 6 shots twinlinked shoota, rolls of 1 hit one of your own units
Da Finkin’ Kap gives your warlord an additional trait from the strategic list.
Da Fixer Upperz
Da Lucky Stikk
Headwoppa’s Killchoppa is a +2 str, AP5, rending choppa that beheads on a roll of 6 (insta death).
Warboss Gazbag’s Blitzbike has an AP3 deff gun on it

Mob Chart
D6 Result
1 If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.
2-3 If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test.
4-6 If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.

Boss Pole gives Reroll on the mob chart.

Stompa in as super heavy

Battle Wagon up 20 points.

Killkannon still lowers transport on BW

Attack squig nerfed to 1 reroll in melee per turn

Tankbustas can shoot at whatever they like, and Bustas and Burnas can take dedicated trukks

Kommandos get Stealth, no point hike

Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance

Buggies in units of 5, gained outflank and a minor point decrease.

Rule for planks is a little complicated. If you get out of open topped and declare a charge, add 2 to the charge range

Deffrolla gains AP4 and loses half the hits

Lootas Heavy Support and cheaper (5 points less per squad)

Kans come in 6 packs, NO twin guns, NO Troop choice option, have special morale rule

If you take an Ork Warband detachment, you can Waaaagh every turn after the first

Weirdboys gain a Warp Charge point if there are 10 or more models with the 'ere we go rule (Pretty much any Ork from what I've seen) in 12" but has to take a psychic save or take a hit.
Power of the Waaagh! and Daemonlogy disciplines.
Can be upgraded to Psyker level 2.
Ork psychic powers are all cool. Either high strength, or teleport, large blast etc.
Primaris power is Frazzle (Blast witchfire).
'Eadbanger is now a focussed witchfire.
Warpath is a self blessing
Da jump is what used to be 'ere we go.
Killbolt is a beam attack.
Power vomit is a template witchfire.
Da Krunch is a barrage witchfire.

Cheap IWND on vehicles (5 points on Kans, 10 on dreds)

Painboy is IC, so put him where you need him, can take a bike.

Dedi transports available for burnas and tank bustas now

Warboss/Bigmek Mega Armor Kit is a thing

Ork boys cost 1 less point, but Shoota is 1 pt ugrade now

The HQ Mek (not Big Mek) has Boy statline

Pain Boys can not get 'Eavy Amor?

Zzap gun 2D6, gets hot on a 1-3 if you roll 11 or 12

Kannons and Lobbas unchanged








mek gunz seem to be worth adding into this on the plus side
figured i would move this up to keep it easy to find what has been covered

This message was edited 1 time. Last update was at 2014/06/21 20:55:57




 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

I'm personally very underwhelmed by the new painboy and the new mek. The mek seems very uninspired, and the painboy is just a pretty terrible sculpt. I'm pretty sure I could kitbash something MUCH more to my liking for both.

Also, the Eavy Metal team has really been pulling back on the quality of their paint jobs. Both are almost as bad as what I do.

XD
   
Made in us
Longtime Dakkanaut






 Melcavuk wrote:

Eavy armour dropped by a point (to 4) but thats it

Eavy armor was already 4 points for Boyz, did it drop a point for nobz and bosses?
   
 
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