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Orks in 8th edition, should I get back into the game?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Mutilatin' Mad Dok





Medford Oregon

I haven't played since 5th edition. I picked up a couple new models, a dakkajet that got half built, and then I lost some pieces for it. One of those stompas slowed little brother meks, no diea what they actually do, and a single flash gits box lol.

But, I actually have not played the game since Ard Boys was still a thing, and I sucked at playing the game heh. Anyway, I remember hearing some of the rules from 6th and 7th, and it seemed that shooting armies was the tits, and assault only, green tide with killer kan walls, 4+ saves from the Kustom Force Fields were all dropped or nerffed, and the most heart dropper of them all, My most beloved Snikrot, lost the ability to take Ghazskull thraka with him into the back board of my opponents field. I was extremely sad about hearing that. Anyway, Needlless to say, from everything I heard, and being stuck at the front counter of working in a game store for 9 hours a day, almost every day, with no chance to ever play a game with anyone. I sort had lost interest. 7th edition wasn;t any better for me, because me strategy in playing the game is to have no strategy and just run up and kill everything via CC lol.

Is 8th edition any better for, I rather not actually put any thought into this strategy and shooting thing, and just run up and punch stuff and WIN, 8th any good for that kind of army builds?

This message was edited 2 times. Last update was at 2017/06/19 07:30:31


   
Made in us
Dakka Veteran




Orks are in a better place, and so are horde armies in general.

That said, the edition just came out; there hasn't been a real tournament yet - only time will tell where the Orks viability falls.

Personally I believe they will still struggle this edition - unreliable armor counters, weaker vehicles, and there still being a solid amount of anti horde firepower going around - but we'll see.
   
Made in ru
!!Goffik Rocker!!






Hordes of boyz are playable now. You don't suffer casualty pushbacks like in 6 or 7. So, despite having 1' less movement, you actually cross the field faster. Also, wierdboyz are great with a horde. I'd actually consider running painboyz not just to buff boyz but to heal up wierdboyz from their inevitable perils. But they complement the boyz really good with +1 attack and deepstrikes. So, in larger games 2 wierdboyz can be great. Oh, they also smite. Mortal wounds are handy for orks.

Snikrot is basically a bigchopa boss with infiltrate and 6+ armor instead of 4+ and a -1 ld modifier for enemy units really close to him. I need to test him out. Regular kommandoes are fine for 45 pts with a free nob and 2 burnas. There's around 50% chance to make a charge on the turn they arrive. So, they can complement the front. Or just grab a point somewhere.
   
 
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