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![[Post New]](/s/i/i.gif) 2014/06/28 01:11:19
Subject: Ork rumours - First post updated 20th June
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Tough-as-Nails Ork Boy
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nflagey wrote:
Old Meganobz (finecast) are still on the US website, at $22.25 a piece, so the new box of 3 is actually a better deal.
Oh, god. They actually increased the price of the finecast ones to make the plastic kit look more reasonable.
They were $20USD a very short time ago. ($30CAD each!)
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![[Post New]](/s/i/i.gif) 2014/06/28 01:12:12
Subject: Ork rumours - First post updated 20th June
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Growlin' Guntrukk Driver with Killacannon
USA, Maine
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At least they aren't centurions!
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Painted armies:
Orks: 11000 points
Marines: 9500 points
Khorne Marines: 2500 points
Khorne Demons: 1500 points |
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![[Post New]](/s/i/i.gif) 2014/06/28 01:29:57
Subject: Re:Ork rumours - First post updated 20th June
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Tough-as-Nails Ork Boy
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Looking at the sprues for the meganobs I noticed that the shootas are actually two pieces, one for the gun itself, and then a second to make it either twin-linked or a kombi weapon, which is a nice design.
I also can't shake the feeling killsaws were originally going to be lightning claws. All due to the name, the appearance, that they come in pairs, and now that meganobs can clearly be modeled with stikkbombs, which are otherwise useless.
The double-chainsword killsaw piece looks really cool. I can't wait to see someone build and paint one.
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![[Post New]](/s/i/i.gif) 2014/06/28 01:45:32
Subject: Ork rumours - First post updated 20th June
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Most Glorious Grey Seer
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That should NOT be the gold standard of when a model is acceptable.
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![[Post New]](/s/i/i.gif) 2014/06/28 01:50:53
Subject: Ork rumours - First post updated 20th June
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Dakka Veteran
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Toburk wrote: nflagey wrote: Old Meganobz (finecast) are still on the US website, at $22.25 a piece, so the new box of 3 is actually a better deal. Oh, god. They actually increased the price of the finecast ones to make the plastic kit look more reasonable. They were $20USD a very short time ago. ($30CAD each!) They've been $22.25 for years now, so they actually DIDN'T increase the prices for once. And I agree that the 3 box is a better deal - lotsa bits, lotsa customisation options, and they look great. Plus a grot. In the latest WDW there's a section about how MANz have evolved since their first incarnations, and it looks like they're BIGGER than the old ones. Pretty snazzy.
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This message was edited 1 time. Last update was at 2014/06/28 01:52:06
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![[Post New]](/s/i/i.gif) 2014/06/28 02:09:11
Subject: Re:Ork rumours - First post updated 20th June
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Nasty Nob
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Having an actual Ork Codex in my hands, I will actually give GW some credit where it is due:
This is a really nicely produced and designed Codex. I'm still not happy with a lot of things (many of which aren't related to power level at all), but the organization and layout is fantastic!
The Barbarous Hordes is the'fluff' part of the codex, and it is first, and looks and reads nicely.
The Ork Warbands, or the 'ooh, shiny!' picture section, is next and really does look great.
Then there's the Forces of the Orks. This is the units and upgrades. All of the stuff you pay points for is together in one section. The wargear list, then the 'datasheets' for every unit. Those are really well designed, and I really think that whoever laid them out for the iPad did a great job and ported over a really clean, sensible organization for the print Codex.
After that is the Appendix with ALL of the rules. The FOC and Formation, the rules for all the weapons, gear, upgrades, etc. Then, at the end of the book are the reference sheets.
It's really a fantastic layout and I really applaud them for it. You use the Forces of the Orks to make an army list, referring to the appendix as needed. Once you've made an army list, you probably only need to refer to the reference sheets during gameplay.
It is, by far, the best organization I have ever seen in a Codex.
I am still really disappointed by the removal or denial of really minor customization, especially given the Ork miniature range's flexibility. Why can't a nob have 'eavy armor in a mob without it? Why can't a Flash Gitz Kaptin take any Melee weapon upgrades? Why can't nobs or meganobs take Bionik bodies? I mean, GW makes bionic arms, legs, and heads for nobs, right there on the sprue! What's the big deal? We can all lament a loss of power or complain about nerfs, but this is what really hurts me. We have ork players who have modeled these things with time and effort, and you can't take them any longer. I have a whole unit of Death Skull cyborks, all of whom have bionics, with the nobs with 'power klaws's using the bionic arms from the nobs box, and other orks using the bionic leg and arms from the Flash Gits, as well as tons of bionic heads. I don't really care how effective bioniks are in the codex. I'm just upset that some of my orks who are clearly modeled with bionics (Ghaz, Grotsnikk) can have them, and others who are clearly modeled with bionics (old Waagh Banner bearer with bionic arm, Kommando Nob with Bionic arm) don't.
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![[Post New]](/s/i/i.gif) 2014/06/28 02:10:39
Subject: Ork rumours - First post updated 20th June
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Regular Dakkanaut
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Codex in hand - SAG got a bit better - rolling snake eyes only results in the Big Mek being removed rather than extending out D6. So he can safely be placed in any units without fear of killing them on a bad roll. Went down 5pts too, so a gitfinda is more or less free
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This message was edited 1 time. Last update was at 2014/06/28 02:11:55
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![[Post New]](/s/i/i.gif) 2014/06/28 02:23:03
Subject: Re:Ork rumours - First post updated 20th June
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Mutilatin' Mad Dok
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[MOD EDIT - DAKKA DAKKA IN NO WAY CONDONES ILLEGALLY OBTAINING...ANYTHING. - Alpharius]
Automatically Appended Next Post:
Multimoog wrote:Codex in hand - SAG got a bit better - rolling snake eyes only results in the Big Mek being removed rather than extending out D6. So he can safely be placed in any units without fear of killing them on a bad roll. Went down 5pts too, so a gitfinda is more or less free
That is good news. I did that TWICE during a single ard boys tourny.
Double 1's was my very first roll on my very first game on my very first Ard boys Semi Finals round.
Let's just say that It was clearely downhill from there.
48/50 is what I placed that day... : ( It was a sad day for me.
Then my friend who took his meganob army got 2nd.
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This message was edited 2 times. Last update was at 2014/06/28 03:24:52
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![[Post New]](/s/i/i.gif) 2014/06/28 02:59:52
Subject: Ork rumours - First post updated 20th June
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Irked Necron Immortal
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Don't request illegal stuff on here.
To answer H.M.B.C's question from earlier: meganobz used to be $39 AUD each, so they've gone down substantially in price for us.
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![[Post New]](/s/i/i.gif) 2014/06/28 03:09:27
Subject: Ork rumours - First post updated 20th June
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Regular Dakkanaut
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Tip: if you bought the eBook version of the Codex, screenshots of any of the Clan portraits make great tablet/smartphone wallpaper. I really like the new artwork.
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![[Post New]](/s/i/i.gif) 2014/06/28 03:19:16
Subject: Re:Ork rumours - First post updated 20th June
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Regular Dakkanaut
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Da Butcha wrote:Having an actual Ork Codex in my hands, I will actually give GW some credit where it is due:
This is a really nicely produced and designed Codex. I'm still not happy with a lot of things (many of which aren't related to power level at all), but the organization and layout is fantastic!
The Barbarous Hordes is the'fluff' part of the codex, and it is first, and looks and reads nicely.
The Ork Warbands, or the 'ooh, shiny!' picture section, is next and really does look great.
Then there's the Forces of the Orks. This is the units and upgrades. All of the stuff you pay points for is together in one section. The wargear list, then the 'datasheets' for every unit. Those are really well designed, and I really think that whoever laid them out for the iPad did a great job and ported over a really clean, sensible organization for the print Codex.
After that is the Appendix with ALL of the rules. The FOC and Formation, the rules for all the weapons, gear, upgrades, etc. Then, at the end of the book are the reference sheets.
It's really a fantastic layout and I really applaud them for it. You use the Forces of the Orks to make an army list, referring to the appendix as needed. Once you've made an army list, you probably only need to refer to the reference sheets during gameplay.
It is, by far, the best organization I have ever seen in a Codex.
I am still really disappointed by the removal or denial of really minor customization, especially given the Ork miniature range's flexibility. Why can't a nob have 'eavy armor in a mob without it? Why can't a Flash Gitz Kaptin take any Melee weapon upgrades? Why can't nobs or meganobs take Bionik bodies? I mean, GW makes bionic arms, legs, and heads for nobs, right there on the sprue! What's the big deal? We can all lament a loss of power or complain about nerfs, but this is what really hurts me. We have ork players who have modeled these things with time and effort, and you can't take them any longer. I have a whole unit of Death Skull cyborks, all of whom have bionics, with the nobs with 'power klaws's using the bionic arms from the nobs box, and other orks using the bionic leg and arms from the Flash Gits, as well as tons of bionic heads. I don't really care how effective bioniks are in the codex. I'm just upset that some of my orks who are clearly modeled with bionics (Ghaz, Grotsnikk) can have them, and others who are clearly modeled with bionics (old Waagh Banner bearer with bionic arm, Kommando Nob with Bionic arm) don't.
Not disagreeing with your minor customization gripes....but I have to ask why a flashgit would have a CC weapon. Quite bluntly these orks are all about the gun in rules and in fluff...can't help but feel if the kaptain didn't have a huge gun they'd just boot him out of the flash gits mob........and it's not like you could have a powerklaw and operate a beast of a weapon like that  . Also......aren't bionics just cybork upgrades? Only been playing since the tail end of the 3rd ed ork book...so perhaps I'm missing some things.
On topic...overall I'm quite happy with the book, sad about a few minor things,.....but considering my gut reaction has been that I need to get converting on more buggies and I need even MORE boyz I'd say mission accomplished. Plus....I need to mod a SAG on a bike with a box like sidecar labelled with a crossed out Grots with Ammo underneath.
Edit: having look around at posts lately a bit more..... Singlepose finecast meganobz were $30 a piece Canadian and have been for a few years...I know this as 100% fact as I have bought some and believe me....they haven't been cheaper in a long god damn while. A new plastic kit with loads of options and a big mek in mega armor for about $15 less than 3 finecast ones....yeah...I call that an amazing deal. If it seems crap to you because you have to pay for bitz you don't need/want I have zero care for your opinion on that matter as it is directly opposed to my want/need of MOAR BITZ.  As for Ghazzie being lord of war...the reason seems pretty damn obvious as to why he changed looking at the formations. Seems to be more than one formation that would give your warboss a waaaagh every turn past the first, so if ghazzie was still a warboss he'd have a 2+/2++ save every turn past turn one making him BROKEN beyond belief, hence the switch to LoW is my reasoning. He can still be warlord so it really only stops every turn's a waaaagh shenanigans.
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This message was edited 2 times. Last update was at 2014/06/28 03:29:08
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![[Post New]](/s/i/i.gif) 2014/06/28 03:33:40
Subject: Ork rumours - First post updated 20th June
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Mekboy on Kustom Deth Kopta
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waaaagh ghaz is pretty cool. you can take snikrot and 4 units of commandos and come in from any table edge with shrouded.
one per army stuff.
a mega force field for a 4+ invuln to shooting, for models within 6"
supa cybork fnp 5+, enternal warrior and relentless.
warlord trait, we can have our warlord get a BS of 3
crusader
rage
outflank
master crafted weapon
FNP
and the ever fun green tide, 10 units of boys and a warboss, and some signs of sanity from GW. If the tide gets a breaking head or squabble, you allocate the wounds  and again a waaagh every turn.
no ork mission cards or pyschic powers cards. for that kind of money you'd think they'd be included as well.
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![[Post New]](/s/i/i.gif) 2014/06/28 03:39:19
Subject: Ork rumours - First post updated 20th June
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Regular Dakkanaut
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The More Speed, Go Fasta objective can be achieved by turbo-boosting, going flat out or RUNNING with three units during a turn. I didn't know about that last part! That will be the easiest VP my army gets, being a sloghorde. Automatically Appended Next Post: sirlynchmob wrote:
and the ever fun green tide, 10 units of boys and a warboss, and some signs of sanity from GW. If the tide gets a breaking head or squabble, you allocate the wounds  and again a waaagh every turn.
DOUBLE-YOU
TEE
EFF
I prayed for this to happeeeeeennnnnnnnn
Does it say if it can be taken as a primary detachment??
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This message was edited 1 time. Last update was at 2014/06/28 03:41:23
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![[Post New]](/s/i/i.gif) 2014/06/28 03:47:53
Subject: Ork rumours - First post updated 20th June
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Mutilatin' Mad Dok
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Oh, also I have to ask.
Would you guys advice on getting a gorka/mork bot?
I never used any of the Ork mechs before. However, I have the feeling that this will finally open the mist for me to open up my list to use a more Freebooter / Bad Moon type list.
From what i hear, Meganobs are suppose to be pretty good with some new toys they got. Tank Busters and Flash Gitz I think were mentioned in a positive way for the most part and I just bought one of those Mek Guns to paint etc.
Basically I can forsee myself running maybe
HQ: Mek with SAG
HQ: Mad Doc
Elites: Tank Bustas maybe? I got a group of ten old metal ones I never used before. Throw in Snikro and Kommandos maybe.
Heavy: Probably Fill it with like 2 troops of Lootas and a troop of Flashies. Not sure how Flash Gitz compare to Lootas now that gitz got a bump to some much needed stuff.
Should I invest in Meks and forget about Tank Busters and Lootas? Just have one troop of each? What do you think?
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![[Post New]](/s/i/i.gif) 2014/06/28 04:05:18
Subject: Ork rumours - First post updated 20th June
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Regular Dakkanaut
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Multimoog wrote:The More Speed, Go Fasta objective can be achieved by turbo-boosting, going flat out or RUNNING with three units during a turn. I didn't know about that last part! That will be the easiest VP my army gets, being a sloghorde.
Automatically Appended Next Post:
sirlynchmob wrote:
and the ever fun green tide, 10 units of boys and a warboss, and some signs of sanity from GW. If the tide gets a breaking head or squabble, you allocate the wounds  and again a waaagh every turn.
DOUBLE-YOU
TEE
EFF
I prayed for this to happeeeeeennnnnnnnn
Does it say if it can be taken as a primary detachment??
You could put two+ KFFs on the front to shield the front of the blob, and a single Painboy gives the entire thing FNP. You can have at least 10 big shootas. Even if you only had the bare minimum of 100 shoota boyz and a warboss with a bosspole you'd only be paying 765 points. Two KFF Big Meks and a Painboy don't even bring it to 1250.
PLEASE LET THIS RUMOR BE ACCURATE
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![[Post New]](/s/i/i.gif) 2014/06/28 04:36:24
Subject: Re:Ork rumours - First post updated 20th June
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Nasty Nob
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Orktavius wrote:
Not disagreeing with your minor customization gripes....but I have to ask why a flashgit would have a CC weapon. Quite bluntly these orks are all about the gun in rules and in fluff...can't help but feel if the kaptain didn't have a huge gun they'd just boot him out of the flash gits mob........and it's not like you could have a powerklaw and operate a beast of a weapon like that  .
Well, given that the Kaptin (or any Git in his mob) can be given a choppa, held in a bionik fist, provided for you right there on the sprue...would probably be why I think he should be able to take a klaw. I can certainly see banning him from having a 'uge choppa! It isn't a gameplay concern, but rather a defense of the orky modeler. Given that you can make Gitz with bionik bits, why not let them take Cybork bodies? Given that you can use a nob power klaw on a git, why not let the Kaptin take one? I mean, after all, he's the flashiest git in a unit of flash gitz, right?
I do see some valid gameplay concerns in the codex. I don't see why Stormboys need to be so vulnerable when moving as fast as possible. I don't see why Mob Rule needs to be so detrimental to ork numbers. I don't see why you can't EVER crush someone with a Death Rolla unless they are standing there doing a Death or Glory attack (in which case, you hit them, and 0-2 of their mates who aren't standing around)*. I do think that the changes to open topped vehicles (vs. template weapons) merged with the changes to Ramshackle really hinder trukk boys.
I guess I'm just more sad about loss of options and punishing modelers who converted stuff lovingly. When you hurt the competitive gamers, that's bad. When you hurt the people who love your game so much they buy extra bits just to make fun models, that's insanity.
*Wouldn't a more sensible rule for the Death Roller be that it could cause some hits during any tank shock, but always causes at least 1 more during Death or Glory (the poor sod who stands there?) It just seems like a massive spiked roller mowing through your unit should be, in some way, more dangerous than a tracked Rhino doing the same thing. Hell, you could give it a penalty to the tank shock morale test, reflecting the chance that it crunches and scatters the unit.
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![[Post New]](/s/i/i.gif) 2014/06/28 05:05:06
Subject: Ork rumours - First post updated 20th June
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Battlewagon Driver with Charged Engine
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Multimoog wrote: Multimoog wrote:The More Speed, Go Fasta objective can be achieved by turbo-boosting, going flat out or RUNNING with three units during a turn. I didn't know about that last part! That will be the easiest VP my army gets, being a sloghorde.
Automatically Appended Next Post:
sirlynchmob wrote:
and the ever fun green tide, 10 units of boys and a warboss, and some signs of sanity from GW. If the tide gets a breaking head or squabble, you allocate the wounds  and again a waaagh every turn.
DOUBLE-YOU
TEE
EFF
I prayed for this to happeeeeeennnnnnnnn
Does it say if it can be taken as a primary detachment??
You could put two+ KFFs on the front to shield the front of the blob, and a single Painboy gives the entire thing FNP. You can have at least 10 big shootas. Even if you only had the bare minimum of 100 shoota boyz and a warboss with a bosspole you'd only be paying 765 points. Two KFF Big Meks and a Painboy don't even bring it to 1250.
PLEASE LET THIS RUMOR BE ACCURATE
Is it one big unit? If so if you give that warboss mega armor and lucky stikks... Allocating those wounds for mob rule wont be so bad
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![[Post New]](/s/i/i.gif) 2014/06/28 05:10:56
Subject: Ork rumours - First post updated 20th June
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Dakka Veteran
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Can't it not hit characters still?
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![[Post New]](/s/i/i.gif) 2014/06/28 05:13:42
Subject: Ork rumours - First post updated 20th June
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Waagh! Ghazghkull Thraka is pretty awesome.
Bundling it in with the Collector's Edition was a good move on GW's part.
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![[Post New]](/s/i/i.gif) 2014/06/28 05:25:27
Subject: Ork rumours - First post updated 20th June
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Regular Dakkanaut
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Billagio wrote:
Is it one big unit? If so if you give that warboss mega armor and lucky stikks... Allocating those wounds for mob rule wont be so bad
If it plays the same as in Apoc it's one big unit. I wouldn't give the boss MA to keep it mobile as possible. I wouldn't even worry about applying mob rule for the first turn or two - FNP and 5++ will keep the losses to a minimum, plus you have Warboss LD and bosspoles to reroll on. You'd have to roll 1's consistently to even have a chance at failing Mob Rule. IC Buffs keep you from losing models to it as well.
It would be a giant Ork-filled deffrolla!
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![[Post New]](/s/i/i.gif) 2014/06/28 05:29:32
Subject: Ork rumours - First post updated 20th June
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Ork Boy Hangin' off a Trukk
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The grot oiler in the meganobz kit is wonderful. Automatically Appended Next Post: Multimoog wrote: Billagio wrote:
Is it one big unit? If so if you give that warboss mega armor and lucky stikks... Allocating those wounds for mob rule wont be so bad
If it plays the same as in Apoc it's one big unit. I wouldn't give the boss MA to keep it mobile as possible. I wouldn't even worry about applying mob rule for the first turn or two - FNP and 5++ will keep the losses to a minimum, plus you have Warboss LD and bosspoles to reroll on. You'd have to roll 1's consistently to even have a chance at failing Mob Rule. IC Buffs keep you from losing models to it as well.
It would be a giant Ork-filled deffrolla!
That made me think of having a deffrolla cage full of orks, all getting angry and flailing around.
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This message was edited 1 time. Last update was at 2014/06/28 05:31:47
Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!
An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff! |
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![[Post New]](/s/i/i.gif) 2014/06/28 05:33:36
Subject: Ork rumours - First post updated 20th June
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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The Green Tide is one big unit which counts as 11 units for VP. It also has "Biggest an' da Best" and "Da Boss iz Watchin'" special rules as it comes from the Waagh! Ghazghkull book.
Worth mentioning that "Biggest an' da Best" is something you'll really get a hell of a use out of with a Warboss in the Green Tide. You are required to issue challenges and accept them, but if you kill an enemy character in a challenge and the Warboss is your Warlord? You get to reroll all failed To Wound rolls in close combat for the rest of the game with that Ork.
I'm loving the idea of a Green Tide led by a Mega Armored Warboss with Choppa of Da Ragnarork ( S+2 AP 5 2 handed with the "Grand Destiny" special rule. At the end of any Assault phase in which the bearer of the Choppa of da Ragnarork inflicted one or more casualties, the weapon's Strength modifier is increased by 1 and its AP value is lowered by 1. These effects are cumulative and last the rest of the battle. It caps out at Strength +6 and AP1) and "Big Bosspole" which means any unit with the Orks faction joined by the bearer of the Big Bosspole has the Fearless special rule.
Guess what? All 10 units of Boyz(no size limitation ATM, so you can do a mob of 10...or a mob of 30 per mob!) now become Fearless.
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![[Post New]](/s/i/i.gif) 2014/06/28 05:40:30
Subject: Ork rumours - First post updated 20th June
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Battlewagon Driver with Charged Engine
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That sounds so fething awesome. 100+ boyz with a painboy, warboss with big bosspole and lucky stikks, maybe some KFF meks for good measure. Can the unit take nobs as well?
The biggest downside is that assault is kinda wonky. You can assault 1 unit and get furios charge and extra attacks and all that, but you arnt really using the unit effectivly, or you can multi assault, but im not a real big fan of that..
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![[Post New]](/s/i/i.gif) 2014/06/28 05:46:18
Subject: Ork rumours - First post updated 20th June
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Ork Boy Hangin' off a Trukk
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Kanluwen wrote:The Green Tide is one big unit which counts as 11 units for VP. It also has "Biggest an' da Best" and "Da Boss iz Watchin'" special rules as it comes from the Waagh! Ghazghkull book.
Worth mentioning that "Biggest an' da Best" is something you'll really get a hell of a use out of with a Warboss in the Green Tide. You are required to issue challenges and accept them, but if you kill an enemy character in a challenge and the Warboss is your Warlord? You get to reroll all failed To Wound rolls in close combat for the rest of the game with that Ork.
I'm loving the idea of a Green Tide led by a Mega Armored Warboss with Choppa of Da Ragnarork ( S+2 AP 5 2 handed with the "Grand Destiny" special rule. At the end of any Assault phase in which the bearer of the Choppa of da Ragnarork inflicted one or more casualties, the weapon's Strength modifier is increased by 1 and its AP value is lowered by 1. These effects are cumulative and last the rest of the battle. It caps out at Strength +6 and AP1) and "Big Bosspole" which means any unit with the Orks faction joined by the bearer of the Big Bosspole has the Fearless special rule.
Guess what? All 10 units of Boyz(no size limitation ATM, so you can do a mob of 10...or a mob of 30 per mob!) now become Fearless.
I'm tempted to get the book just for da Choppa of Da Ragnarork. In a trukk, with painboy and 10 nobz, flat out first turn, enough saves for explodes! not to be a problem, charge second turn, rampage through everything. Charge Marneus (or any other good armour, bad initiative character that is available), issue a challenge and watch them cry. Automatically Appended Next Post: Billagio wrote:That sounds so fething awesome. 100+ boyz with a painboy, warboss with big bosspole and lucky stikks, maybe some KFF meks for good measure. Can the unit take nobs as well?
The biggest downside is that assault is kinda wonky. You can assault 1 unit and get furios charge and extra attacks and all that, but you arnt really using the unit effectivly, or you can multi assault, but im not a real big fan of that..
I believe green tide ignores disordered charges.
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This message was edited 1 time. Last update was at 2014/06/28 05:47:49
Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!
An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff! |
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![[Post New]](/s/i/i.gif) 2014/06/28 05:49:29
Subject: Ork rumours - First post updated 20th June
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Regular Dakkanaut
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Toburk wrote: nflagey wrote:
Old Meganobz (finecast) are still on the US website, at $22.25 a piece, so the new box of 3 is actually a better deal.
Oh, god. They actually increased the price of the finecast ones to make the plastic kit look more reasonable.
They were $20USD a very short time ago. ($30CAD each!)
They have been $22.25 for at least a year.
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![[Post New]](/s/i/i.gif) 2014/06/28 06:00:25
Subject: Re:Ork rumours - First post updated 20th June
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Slaanesh Chosen Marine Riding a Fiend
Maine
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I can see myself running that Green Tide formation A LOT. My only problem is I lack Boyz. I think I have roughly 120 or so, but I'd want MORE :O I can see this list being annoying as gak for our opponents though, but thankfully I'm fast at placing/moving models now, so it's not too horrible, unless we play on one of those awkward tables that have a lot of hills, making models topple and takes more time.
This is just too much good news for me, and that alone makes me want the supplement even more, knowing it isn't a total waste. All the formations that have been confirmed seem fun and Orky in every way, even if not exactly feasible. Count me in for this one.
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![[Post New]](/s/i/i.gif) 2014/06/28 06:10:23
Subject: Ork rumours - First post updated 20th June
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Regular Dakkanaut
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I've run Green Tide in Apoc games a few times and even with D blasts I don't lose all that many boyz
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![[Post New]](/s/i/i.gif) 2014/06/28 06:16:56
Subject: Ork rumours - First post updated 20th June
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Sneaky Kommando
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Nice to see people perking up a bit at the supplement anyway, the proclamations of doom and gloom have been tempering my excitement somewhat (even if I don't subscribe to them). Time will tell how the base codex fares against the others...for my part, for all the wailing and gnashing of teeth that's been going on the last week I'm expecting many a cry of "broken!" and "Orks are OP!" from hapless squishy enemies when they see a unit of Meganobz move 6" in a battlewagon, disembark another 6", and then charge 2d6+2" with a reroll to get them into combat from something like 20" away. Add in a painboy and a Mega-armoured warboss with the lucky stikk, mind out for combat-optimized enemy HQs, and watch the bodies pile up.
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Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! |
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![[Post New]](/s/i/i.gif) 2014/06/28 06:19:56
Subject: Re:Ork rumours - First post updated 20th June
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Grim Dark Angels Interrogator-Chaplain
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So from the WDW it looks like you can get a MA Mek out of the new Mega Nobz kit too. With KFF and Tellyporta Blasta options as well as some pretty damn sweet looking weapon options
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This message was edited 4 times. Last update was at 2014/06/28 06:25:55
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![[Post New]](/s/i/i.gif) 2014/06/28 06:39:34
Subject: Ork rumours - First post updated 20th June
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Battlewagon Driver with Charged Engine
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Can someone post a pic of the green tide formation? Id love to be able to use it this weekend. Ignoring disordered charges? With all those other bonuses? Thats so good.
Also, can you take nobs in there as well?
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This message was edited 2 times. Last update was at 2014/06/28 06:42:38
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