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Made in us
Been Around the Block




How much do rokkits cost on ork boy mobs? I am guessing 10 points?

What is everyone's opinion about running the following:

Warboss
-Mega Armor
-Da Lukky Stixx

It costs 125 points, gives him a re-rollable 2+ save, a PK, and +1 WS to him and his unit. I am thinking about throwing the WB in a unit of 30 Shoota Boyz. Have the Warboss just take all the hits with his 2+ re-rollable. This means the unit will need to be dealt 36 wounds for the WB to be dealt a wound. Then you can look out sir all ap2 wounds.

Another idea could be to place him in a unit of slugga boyz, or maybe an elite unit. How about nobz, burna boyz, or tankbustaz?

Either way I feel this is a strong build for the WB

This message was edited 1 time. Last update was at 2014/06/23 02:29:35


 
   
Made in us
Regular Dakkanaut



Bismarck ND

It will be interesting to see how people run their warbosses, I think a painboy and lucky stik might become a very standard addon to wherever you put da boss. But you might want to take cheap boss just to unlock waaagh. Btw does the warboss have to be alive to call the waaagh?
   
Made in us
Oozing Plague Marine Terminator





So now that there is no fearless mobs do we think MSU might be viable with orks now?

And I'm confused about Cybork bodies... Some characters can buy it/have it included, and Painboys transfer it to a unit? and its a 6+?

Is Grotsnik cheaper now?

This message was edited 1 time. Last update was at 2014/06/23 03:03:03


 
   
Made in ca
Sneaky Kommando





 Redbeard wrote:
I'm wait until I play some games to make a final judgement, but I think this is just another example of how GW doesn't know what the hell they're doing, and think random tables will fix everything. And they don't know how people actually play the game.

Since the new marine codex came out, I haven't played a single game against a marine opponent that wasn't running an Eternal Warrior chapter master with 4 wounds and a 3+ inv. save. Not one. Yet, orks can't even have a 5+?

Mob rule has gotten progressively worse through the editions. 3rd ed, you got a mob size roll, with a number of units that would be expected to be smaller, like warbikes, being naturally fearless. 4th ed screwed small units. Now we're just going to self-destruct. Did nobs get any sort of boost, or are they still Ld 7?

I can't believe they made shoota boys more expensive either.

The mob rule has been changed, sure, but whether it's been nerfed or rendered unusable I think is still to be decided. I always thought that fearless was a bit of a cop-out; Tyranids are fearless because they have no minds of their own and are slaves at the synaptic level. The change to the mob rule differentiates them a little better and makes the army more characterful, a couple of wounds on a failed morale check isn't much price for that. (And, strictly speaking, it was the bosspole that got nerfed rather than the mob rule). Being subject to morale checks isn't exactly getting screwed, it's the same thing other armies have to put up with, and at least we have a mob rule to help us stick around.

For all the doom and gloom, look at all we get. We can get 5 large blasts with a 50/50 chance to get ap3 or better, or 5 s8 ap2 blasts, or the best AAA in the game, for just 150 points; we can re-roll a die for charge distance, increasing our effective charge range by 1.5 inches on average, which can be further boosted by boarding planks; a WAAAGH! let's you run before charging, for an average 17" charge range (and that's without a boarding plank or vehicle; that brings it up to a mind-shattering 25" AVERAGE charge range!); KFF gives an invul now and can't be negated by "ignores cover"; painboyz can give any unit FnP, including MANz; Burna boyz and tankbustas can take a trukk, and almost every unit and unit upgrade got cheaper.

Honestly, the mob rule change isn't going to be a huge problem in practice and the loss of an invul hurts but can be mitigated fairly easily. Heavy support and HQ are crowded, sure, but "there's so much awesome stuff that I can't take it all" is a pretty good problem to have. All in all, we've gained far, FAR more than we've lost. I've played orks for nearly 20 years, and this is probably the best codex we've ever had.

This message was edited 1 time. Last update was at 2014/06/23 03:11:43


Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! 
   
Made in us
Been Around the Block




The change in the mob rule isn't that big of a deal for me. I feel we can work around it with large units and boss poles. The same way as we used to deal with it.

I am more upset with the increase in points of the shoota boy. I would have liked to see Sluggas cost 5 pts, with shootas being 6. In 6th/7th ed were 6 point shoota boyz really that game breaking?

I am also upset with the stupidity of GW to not allow us to alter our FOC by taking certain HQs. Pretty much forcing us to play unbound.
   
Made in ca
Mekboy on Kustom Deth Kopta




HalfBlood wrote:
The change in the mob rule isn't that big of a deal for me. I feel we can work around it with large units and boss poles. The same way as we used to deal with it.

I am more upset with the increase in points of the shoota boy. I would have liked to see Sluggas cost 5 pts, with shootas being 6. In 6th/7th ed were 6 point shoota boyz really that game breaking?

I am also upset with the stupidity of GW to not allow us to alter our FOC by taking certain HQs. Pretty much forcing us to play unbound.


With being able to run & assault again, I see myself dropping the shoota boys again and going back to sluggas.

 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

We know that the Waaagh! is now warboss specific, so I had a few questions abou that:

Are Waagh!s one per game or one per warboss? Could an Ork army have more than one Waagh! besides using the special FOC chart?

Does a Waagh! affect the entire army, or only the detachment the warboss is in?

In the special ork FOC chart, it lets you Waagh! each turn, but do you still need a warboss in the detachment in order to use it?

and an off question: do weirdboyz shooting attacks have the same "automaticly hits" rule like the ones in the 4th edition codex?

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Mutilatin' Mad Dok





Medford Oregon

I need someone to please help me here.

Not only have they taken out (from rumors) Wazdakka my friends favorite Boss....but from the rumor mill. I heard they took out MY favorite Boss. ZOGWART..

PLEASE tell me this is just a fething lie?

Old Zogwart was AMAZING! Every player on the planet who makes fun of him is stupid because they never played me before and got to see just how special the Weirdboys and how amazingly awesome Zogwart could had been if used right and in the right kind of army!

PLEASE TELL ME THEY DID NOT REMOVE THE MOST FALVORFUL AND EPIC WARBOSS!!!!!!

   
Made in nz
Disguised Speculo





He's gone man.

And to pre-empt your next post, yes, I agree thats fething awful and yes, this codex is terrible.
   
Made in us
Mutilatin' Mad Dok





Medford Oregon

hmmm...I feel like giving up warhammer.

I dunno, Maybe I should still hang onto my wolves still.

Maybe they wont mess them up when their codex comes around.

I just hope they get enough upgrades that they can actually compete with GK or Tyranids again like they used to in 5th edition.

   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

 Vasarto wrote:
I need someone to please help me here.

Not only have they taken out (from rumors) Wazdakka my friends favorite Boss....but from the rumor mill. I heard they took out MY favorite Boss. ZOGWART..

PLEASE tell me this is just a fething lie?

Old Zogwart was AMAZING! Every player on the planet who makes fun of him is stupid because they never played me before and got to see just how special the Weirdboys and how amazingly awesome Zogwart could had been if used right and in the right kind of army!

PLEASE TELL ME THEY DID NOT REMOVE THE MOST FAILVORFUL AND EPIC WARBOSS!!!!!!


im sorry buddy :( but he's gone. /que the old yella' music.


5000+ 
   
Made in nz
Disguised Speculo





 Vasarto wrote:
hmmm...I feel like giving up warhammer.

I dunno, Maybe I should still hang onto my wolves still.


I'm putting my daemons up for sale tonight, and am having a long hard think about whether to call it quits on my Orks too.
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

I'm far from thrilled with the new codex, from what i've seen, especially coupled with a couple of annoying 7th ed rules.

That said, i'm not quite at the point of selling my ork army yet,

I'll attempt to adapt and overcome, or at least see if i can have fun losing.

Failing that, feth it. I'm tired of being target practice for the 'good guys'.

I'll give the codex, and 7th, a chance. I'll play until the end of the year, and see what i can do with them.

If i judge that i'm not having any fun, i'll sell off my remaining 40K and go shopping elsewhere...

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
 
   
Made in us
Mutilatin' Mad Dok





Medford Oregon

What are people saying about the baby stopma so far? I seen some rule about them, but are they worth the 100$?

   
Made in nz
Disguised Speculo





Mixed early reaction. Morkanaught is better and cheaper than Gorkanaught.

What I'm wondering, and what I haven't seen asked yet, is are deff dreads any good?
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

 Dakkamite wrote:
Mixed early reaction. Morkanaught is better and cheaper than Gorkanaught.

What I'm wondering, and what I haven't seen asked yet, is are deff dreads any good?


they're better in 7th because of mc and damage chart changes.
but I'm not convinced they'll take any congested hs slots over the other options.

5000+ 
   
Made in au
Hollerin' Herda with Squighound Pack





Melbourne - Australia

I have finished assembling 3 DeffDread on the weekend and I also have 7 kans.

I don't know where to start/stop for the walkers but I'll give them a go.

The wording of the Junka's Force Field Generator is:
Grants all models within 6" of the Junka’s hull (including the Junka itself) a 5+ Cover save.

That seems to be the cheapest "fast" save for the walkers.
   
Made in us
Dakka Veteran





California

 Dakkamite wrote:
Mixed early reaction. Morkanaught is better and cheaper than Gorkanaught.

What I'm wondering, and what I haven't seen asked yet, is are deff dreads any good?


Morkanaught isn't really cheaper with the KFF upgrade it's endsup being more than the Gorkanaught, and I feel the KFF is what makes the Morkanaught better.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in us
Waaagh! Warbiker





Maryland, US

 zachwho wrote:
 Dakkamite wrote:
Mixed early reaction. Morkanaught is better and cheaper than Gorkanaught.

What I'm wondering, and what I haven't seen asked yet, is are deff dreads any good?


they're better in 7th because of mc and damage chart changes.
but I'm not convinced they'll take any congested hs slots over the other options.


Wot?
Deff Dreads are MC now???
I missed that part!

My P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/588540.page

DR:70SGMB++I+Pw40k10#--D+A++/hWD390R+T(Pic)DM+

Da Fast and Da Furious! about 5000pts (25% painted)
2000pts (50% painted) 
   
Made in nz
Disguised Speculo





He's referring to the MC nerf in 7th. Dreads will beat most MC to death now, which is one of the few 7th changes I really approve of
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

 Livingcover wrote:

3. Removing Looted Wagons from the game, and then putting the rules in a magazine that I, living where I do, have no local vendor that sell it. (I will get the rules online. same as any other "DLC" GW might decide to make for us . That should be free as far as I'm concerned, but that''s a whole other discussion for some other time and place...)


You can buy the digital version of the relevant White Dwarf for the looted wagon from black Library.

I suspect the looted wagon rules being separate is due to idiocy rather than malice, in this case.
   
Made in gb
Stealthy Grot Snipa





 Greyhound wrote:
I have finished assembling 3 DeffDread on the weekend and I also have 7 kans.

I don't know where to start/stop for the walkers but I'll give them a go.

The wording of the Junka's Force Field Generator is:
Grants all models within 6" of the Junka’s hull (including the Junka itself) a 5+ Cover save.

That seems to be the cheapest "fast" save for the walkers.


im thinking that by bringing 2-3 dreds as troop choices from the IA, a HQ so as to adhere to the FOC and get objective secure, then a Morkanaught from the new dex combined with some big mek with relic fixing (3+),will then just tailor and build around that I think. So I can then add some kans, mek guns or whatever I feel like. I may even add a nice little horde of grots out front acting as a nice little area screen that I can flood objectives with as i advance.

guess we will just see

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

@Dakkamite: Something I never got, really. People say that the nerf to Smash make walkers a viable choice, yet I figured the reason walkers weren't taken is the change to grenades hitting on WS rather than on 6s, which made a walker's main target, space marines, too prickly to assault

This message was edited 1 time. Last update was at 2014/06/23 06:23:33


Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Daemonic Dreadnought






it seems every foc is tight

HQ has warboss, painboys, big meks.
EL has tankbustas and manz
FA have bikes and buggies
HS has 10 gallons of crap in a 5 gallon bucket.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in au
Regular Dakkanaut





Shoota boyz did not get a 1pt increase per-se.

They got railroaded into buying stikkbombs for 1pt



 schadenfreude wrote:
it seems every foc is tight

HQ has warboss, painboys, big meks.
EL has tankbustas and manz
FA have bikes and buggies
HS has 10 gallons of crap in a 5 gallon bucket.


So that means better internal balance?
   
Made in us
Daemonic Dreadnought






 44Ronin wrote:
Shoota boyz did not get a 1pt increase per-se.

They got railroaded into buying stikkbombs for 1pt



 schadenfreude wrote:
it seems every foc is tight

HQ has warboss, painboys, big meks.
EL has tankbustas and manz
FA have bikes and buggies
HS has 10 gallons of crap in a 5 gallon bucket.


So that means better internal balance?


So far it does seem to have good internal balance, but overall the first impression I have of the codex is it's a bit anaemic.

This message was edited 2 times. Last update was at 2014/06/23 06:38:04


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in jp
Yellin' Yoof on a Scooter





You can now a mega armored big mek with KFF which was not possible before. Can you now take a big mek with a bike and KFF? I would like to try that out. Keep him with warbikers to give your fast things a 5++.
   
Made in nz
Disguised Speculo





Eh, I'm not convinced TBs are any good.

They were garbage last edition, and a 2pt drop + the new crappy trukk isn't enough for me to label them as worth it.

@Dakkamite: Something I never got, really. People say that the nerf to Smash make walkers a viable choice, yet I figured the reason walkers weren't taken is the change to grenades hitting on WS rather than on 6s, which made a walker's main target, space marines, too prickly to assault


I always figured a walker wanted to fight vehicles more than anything else. Maybe characters and expensive infantry that can't kill them or swing last. Space Marines wouldn't be my ideal target for them

The main reason nobody brought them was that they were either slow punchy vehicles in an edition that hated punching and hated vehicles, or they were less shooty than the same points of tanks and the assault abilities weren't helpful.

Not certain on that, as I rarely brought walkers because they just died to *everything*
   
Made in us
Daemonic Dreadnought






TB are too fragile for a truck,.but 12 in a wagon withe a kannon doesn't sound bad

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in au
Regular Dakkanaut





 Dakkamite wrote:
Eh, I'm not convinced TBs are any good.


Don't they get tank hunters though?

   
 
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