Switch Theme:

Foundatons fer da com... kompeta... da zoggin WAAAAAGH!!!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nz
Disguised Speculo





So finally after seven years Orks have got their update, and the news is... mixed at best. So I figured, we need one of these threads to help pick up the pieces.

Lets see if we can polish this turd boyz!

For starters, Orks absolutely need access to the double force org to be any good. If your playing against Orks and insist on single force, Zog your "fairness" - your just homeruling the game to your advantage at the expense of ours.

With that out of the way, as to the codex, given how obviously fantastic our heavy support slots are, I reckon the Fast Attack section needs some attention too so we can make the most of our multiple force orgs which we will be taking to all of our games.

One thing that definitely stands out to me is Warbuggies. 25 points, squads of five with outflank. Its like deffkoptas but without the garbage leadership. Five outflanking Big Shootas can murderize light infantry, outflanking skorchas can murderize infantry even more, and rokkits can (theoretically at least) hurt some vehicles!

A key element of new Orks is the Painboy (why is he not called Painboss?). With the loss of KFF cover, and the rumoured 6+ FNP not appearing, and a total lack of invulnerable saves for our units, this guy is the best way to make units durable enough to get across the board and into melee, where evidentally we're suppost to krump. The new Ork FoC, or running multiple CADs, or even allying in Dread Mob for another Painboss, lets us get enough of this bad-boy to help mitigate the crippling durability loss we've taken across the board.

MegaNobz have also gotten better. Something something killsaw but the real benefit is, like pretty much everything else that got better, the ability to get FNP from the painboy. Pity they still keel over like chumps to ID weapons, but now they can tank small arms and such with hilarious efficiency. Since the new trukk is... well... gak, a battlewagon of these hardasses should have the durability to get to the other side of the board and get smashing.

What do all my fellow warbosses reckon?
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Honestly I'm taking everything with a pinch of salt untill I have physical rules in my hands tbh..

Other than that I'm sticking everything with a Killsaw because it fits my armies fluff over extremely well..

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in us
Squishy Squig






So far, I'm ambivalent. Some things shock me and seem kind of lame, like the loss of mob rule for that chart that seems to mainly screw us. For things like those, I'm reserving judgement until me and every other Warboss can get some quality time with them AND the new system to see if it's better or worse off. Of course, my first reaction was "Why nerf the most outdated army in the game (so far as I know it)?" and I'm hoping against hope that I don't feel that way come august when people have played the snark out of the codex. I will admit frustration about what they did to the deff rolla. I've never got to use mine before, and now I'll never know the joy of d6 str 10 hits. It's ap4 now, so I guess that's nice, but how many units will not get a save against that? Against all those units, it seems like it's just a nerf, so did we get more power to kill weaker things and less power to kill anything wearing armor? Isn't that the opposite of what we needed? Also, if Ghaz has the same stat line but is now a LoW, I have to ask, is he really worth that slot? I've never had Ghaz, so I won't pretend to know the depth of how badass he is, but how does he stack up against other LoWs that people get to mix into their army? Is he as badass as a baneblade? Having said that, it sounds really cool to be able to take him AND two other HQs, and if someone can make a case as to why that balances it out, I'm willing to hear it. Stormboyz I am very worried about, because it looks like they suicide even harder now and they're my favorite unit of all.


As for what sounds good? Painboys everywhere! I always lamented that I couldn't put a painboy anywhere I like, since Dawn of War is what got me into 40k, then consequently into orks, who could put painboys with slugga boys with the warboss to great effect. Also, more dedicated transports? Also good, even if our weak-ass open topped transports got even more breakable with the loss of ramshackle (again, I might not have the proper perspective on that with a new edition AND codex that I don't have yet, so I'm reserving judgement even though I'm voicing my initial assumption). I like what they did with big gunz, as I like to use a battery of three zzap guns (my orks like the biggest boom, their warboss was a Tankbusta before he took kontrol) and it got cheaper to do, not to mention the other gun options that look fun as hell to scratchbuild, kitbash, and convert. Looted wagons got a bit of a mixed shake from what I can tell, with the loss of the boomgun (if killkannon profile is the same, it's not as good as the boomgun was) but the addition of the nerfed deff rolla.



Having given my newbie assessment of the leaked stuff, here's what I think we'll need to win:

Fast attack will be necessary IF you play maelstrom of war missions. Stormboyz can move a lot if they survive, and that's points on the run. If I'm reading the Ork Tactical Objectives (OTO) right, if three bikes turbo boost, that's a point right there (or could be, I don't know if you get all of them or on the same random basis that other maelstrom objectives come from). Sounds like buggies got more able to throw out tons of shots or rokkits, and putting them in groups of five means that you can force a lot of hits before that unit is tabled, regardless of their inherent paper-like defensive profile, so there's the possibility to kill a tank or go flat out to cap an objective.

If you DON'T play maelstrom, I wouldn't go with Stormboyz (sadly) so often because of how self-destructive they seem to be, but I would play the HELL out of a green tide build without them. More charging distance every turn past turn 1 and more invuln saves means more boys coming into assault, and even more numbers than before gives the underwhelming assault from 6th-7th the ability to push or herd units that are otherwise going to take some time to take out (I'm thinking MEQs and folks that can save our weapons all day long). If they're constantly in assault, they can't move, so you can just sit on objectives till the game is over, good luck on that guy killing ALL the boys that two FoCs worth can provide. Coming back to buggies, outflank and the increase in numbers (read: TL rokkits) should make them more effective in kill point games, but since they're relatively easy to pop you'll be banking on having them do their damage right when they come on the board. The opponent will get VPs on those in a couple of turns probably, so you want to get that surprise attack and try to get more out of them than they get out of you, but hey, the amount of fire coming out of five TL big shootas should be pretty good, not to mention five scorchas that can move fast and bake anything open topped.

I haven't played a game with fliers yet (I kind of skipped 6th until two months before 7th was announced), but having read up on them and reading the trakta cannon, that sounds like the best one in the bunch just for what it does. I'm still going with my zzap guns; while I thought they got nerfed at first, I have since recognized that you don't necessarily lose a grot now, since you can save a Gets Hot! wound. Bubble chukka looks underwhelming, even the average of str 3 ap3 does not do much for me, and I'm wondering why the hell anyone would ever take something that either gives you wonderful AP with an easy wound, or a poor ap with the kind of harder wound that things are designed to take anyways. Is it for fighting tyranids or something? I really don't know who that gun would bother. Free lobbas are wonderful, as are all of the other free weapon swaps on the vehicles and such (I always wanted rokkits on my vehicles for fluff, but often didn't want to spend the extra five points).

I have never used a Stompa, and the Gorka/Morkanaut looks awesome and sounds really cool, but I do not understand the transport capacity of that vehicle. Only six, regular sized orks? What do you put in there? Maybe the new meks will make it a bit clearer. I don't know how we'll be intended to use those.

Weirdboyz look cool, but I'll wait to get a better look at their psychic powers first. Did the chance that a weirdboy will pop his own unit go away? Doesn't look like his powers backfire anymore from the short blurb I've seen, and if that's so it makes one of my favorite HQs EVEN better. That, plus a force weapon, seems like it'll be useful to put with a full mob of slugga boyz. It'll be something like having a weaker power klaw (str wise) that can also cast magical wakum in the psychic phase. A 12 inch range for extra warp charges doesn't sound very nice, though. I realize that 6 or 12 is standard for AoE beneficial effects, it just seems like to combat heavy psychic armies, I'm going to have to bunch my boyz up.

I better be happy with the Warboss. That's all I have to say about that.

Big meks and meks not being the same thing, but both being HQ's? I'd have to know what that's all about before I can think of how to tactically use such a thing.

That's all I really got for now. I'm interested to see what other people think.
   
Made in gb
Nasty Nob






With transports getting a nerf, the new mob rule probably resulting in quite a few hits on a failed morale test and the increase in cost for shootas, I was wondering if 'eavy armour on shoota boys might be a good idea now? Or should I keep my troops cheap and disposable with minimum-sized units of slugga boys in trukks for rushing onto objectives early on?

Bikes seem mostly useful for their ability to have characters join them (otherwise deffkoptas seem better). Which character(s) would you consider to be best for a bike squad? Big Mek with a KFF offers a small boost in both Ld and survivability, Warboss gives good Ld and Painboy gives good survivability, so Big Mek on his own or Warboss plus Painboy seem like the best choices to me. Maybe just the painboy if it's a large enough unit that you don't need to get 'breaking heads'.

Painboy and warboss seems like a generally good combination in fact. The painboy helps the warboss survive in challenges while the warboss does what the painboy can't; provide Leadership and killing power. The only question is where to put them...

Bike mobs are possibly a bit better than biker nobs now that they are cheaper and nobs aren't troops. You can probably keep the unit fairly small, since you don't need huge amounts of killing power when you have a warboss and the warboss justifies most of the cost of the painboy.

Or you could add them to a unit of burnas or tankbustas. Both are expensive and fragile enough that you want to protect them with characters and both are well suited for supporting a warboss smashing into the enemy battle line. I think tankbustas are overall a better unit, but burnas maybe have better synergy with the characters, since they are more of an assault unit and benefit more from having a character who can destroy heavy armour with them.

Tankbustas seem good now, but I'm not sure how to use them. Small, fast unit in a trukk for suicide raids? Or a big mob in a battlewagon with characters to buff them?

Artillery is even better than before. It does seem to need babysitting with a character though, unless you are planning to just take a couple of lobbas. I think Kustom Mega Kannons supported by a Big Mek with a Shokk Attack Gun appeal to me the most, threatening monstrous creatures, heavy infantry and light to medium vehicles. Might save a few points by swapping some of the KMK for normal kannons or zzapp guns.

   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Personally im on the fence about alot of the ork changes. A few of the main things, whether good or bad, that caught my eye while reading all the rundowns on the internet are:

Ghaz: if he i in the LOW section he needs major stat increase to bring him on primarch level in order to make him worth the slot

Warlord trait table: seems real solid to me and i like it, didnt see one trait i wouldn't want to roll.

No Mob rule/ New chart: this.....this hurts i feel....its a handy cap in that we either run or lose more models, HOW MANY ORKS MUST DIE?!?! I get it, orks fight...alot.... but we are paper thin on saves and so if we are taking a moral check that means we probably lost alot of orks.....why must we lose more? This makes orks seem like an army that is more exciting to play against rather than with due to the hundreds of orks that will die. I am not happy about this one. Hopefully im just not seeing something here.

Relics: Bland, but not terrible, just nothing too over the top or crazy, I will be taking a few, just wont be giddy as a grot about em.

eavy armour: no longer restricted, yeah! will it be expensive, sure, but it might be handy with speed freaks.

Shootas: +1 point......not a fan of that. i can live with it though

Killa Kans: Makes me sad that they now take moral checks and if the fail they flip out.....i like the kan wall and dreadmob.

Daemonology: This, This right here is what I really am happy about! Imagine summoning daemons from the warp that are modeled after orks! savage orks, plague orks, sexy orks?, ork\octopuss hybrids, hahaha could be super fun!
(credit to the user who posted the idea on belloflostsouls) This is gonna make horde orks fun!

So thats a few of my thoughts, i wish i had the book in hand so i can really delve into it, but for that i will wait. My new ork army will probably be shifting towards green tide mixed with mechs, yeah the mob chart will suck and ill be rolling on it alot but you really cant go wrong with numbers....unless they have a few wyverns.....then your wrong......very wrong haha






I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in si
Foxy Wildborne







I'm thinking all infantry hides in Battlewagons, max out on Buggies and similar toys.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in nz
Disguised Speculo





For those stupid headbashing tests we have to make - remember guys, its essentially lose d3 Orks to auto-pass. My biggest issue is how you have to roll on a damn chart - you could have 20+ boyz and roll a 1 and then because they're not in combat, they flip out and bugger off.

Should have included a "if not in combat, must charge nearest opponent otherwise flee" sort of clause to that.

I was wondering if 'eavy armour on shoota boys might be a good idea now? Or should I keep my troops cheap and disposable with minimum-sized units of slugga boys in trukks for rushing onto objectives early on?


Its still 4 points, right? I'd certainly pay two, consider three, but four... no way.

I'm thinking all infantry hides in Battlewagons, max out on Buggies and similar toys.


Wagons got nerfed didn't they? +20pts, roller is crap (I never used it but still), though I suppose being more difficult to EXPLODE helps fix the crippling weakness that plagued them every time I used the buggers.

I think to make such a tactic viable, we need to figure out how to get the KFF save back onto our vehicles.

Best idea I've seen sofar is to take advantage of, if I'm getting this right, KFF + Bike on a Mek in a unit of bikers with a Painboss. Lots of eggs in one basket, but they're tough as nails, and relatively cheap.

Hell, they could be Nob Bikers too if we really want to go balls deep on that combination
   
Made in us
Longtime Dakkanaut






KFF + Bike Mek is going to be a staple of Ork forces. Put him in a unit of Warbikers or Nob Bikers, let him ride between your BWs to block LOS and your BWs are rocking a 5++ save.

Race up, let your boyz Boarding Plank/Charge whatever needs to die. Keep your Warboss on a bike in the Mek's unit, because let's face it with no invulnerable save you don't really want him in combat anyway.

It's going to be terribly predictable, and terribly packed in tight, but your BW missle should still function.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

I've seen some rumors, honestly I'm with most of the warbosses here, I'll forstall judgement until I've got the book in my hand. Though from what I've heard, WAAAGH Ghazkull is gonna be a little insane, you can have MEGANOBZ as troop choices. If what I'm hearing about meganobz is true, WAAAGH Ghazkull is truly going to be a force to be reckoned with.

I'm super sad about one thing, apparently we lost Gutsmek somewhere in the WAAAGH, and that saddens me. As an avid mek and speedfreek I always wanted to try running just an army of bikers. Just once. Now I may never get that chance, on the bright side, we get Dakkajets and Stompas and other cool toys to mess with. I'm gonna have to get ahold of some dakkajets just as soon as I figure out a good way to transport the model (it's freakin huge! With wings as big as any box I've used to carry my orks in before. I may have to do some kind of navy gubbinz with the wings and make them fold.)

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in us
Battlewagon Driver with Charged Engine





I feel like with the waaagh going back to 5th edition, boarding planks, shootas going up by 1 pt and ere we go, that sluggas in BWs are the best option and leave the shooty to Lootas, big gunz, gits and looted wagons.

Not to happy about the mob rule chart at all. Its really the one thing im really not liking so far, it makes no sense.

Bikerrs/nob bikers losing the 4+ cover sucks, but a 3+ flat out isnt so bad. Just turbo boost turn 1 for the 3+ then charge turn 2. Turbo boost whenever you arnt going to be assaulting.



edit: How much do the supplements costs and will it be available at release (not in the warboss edition)? Would consider buying it along side the reg codex.

This message was edited 1 time. Last update was at 2014/06/24 03:22:27


 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in nz
Disguised Speculo





Personally, I'm *incredibly* underwhelmed at +1 cover for turbo. I'm rarely going to be turbo-ing with bikes that have some of the best biker guns in the game.

And screw that mob table. Honestly that thing is a slap in the face. Wasn't asked for, needed, or warranted in any way, and adds nothing whatsoever to the game except random rolls and a chance for everything to feth up "just because"

Do like the idea of Sluggas in Wagons as being a viable tactic - but the only real benefit we've gotten for it is WAAAGH, the others are either a nerf or not worth the extra 20pts on the wagon

If only Trukks hadn't been nerfed... again, for "reasons". Trukk rush could have been something special
   
 
Forum Index » 40K General Discussion
Go to: