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Made in us
Longtime Dakkanaut




Probably the biggest change for Orkz I saw was the price reduction of PKs and BCs. Has anyone had any changes from CA affect their games so far? Personally the biggest thing for me is the handful of points I saved in Big choppas (about 20pts) but other then that I haven't noticed a difference yet. Now on the flipside I still haven't tried using Power Klaws, but I am still less inclined to take them over a cheap Big Choppa due to how little they do still. Previously a 25pt PK could hit a vehicle on 3s and wound on 3s or 4s and had a good chance to instant kill it, or failing that, strip HPs off it like crazy. Now....your average Nob hits a vehicle 1-2 times, wounds .66-1.3 times and only does D3 damage when it actually wounds. Conversely the BC Nob hits 2-3 times wounds 1-1.5 times and does 2dmg for each successful wound. Now the PK does have better AP but I honestly still lean more towards the BC Nob, probably because I have no answer to Vehicles in my entire codex so I rely on tying them up which requires numbers not good weapons.

I would really like to hear other people's experiences.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Oozing Plague Marine Terminator





I'ts a good start. I've only played 1 game of Orkz since 8th.This edition favors foot mobs moreso and my army is very trukk boy themed. It wasnt a good list in 7th, and now the price of trukks makes it even less so, but it was very fun! Mob Up is gonna be very helpful, saves some models and boosts the Mob Rule number up as well.

If we get any helpful strategems to move vehicles and then disembark, I will be a happy git. Its been uneasy shelving my favorite army....
   
Made in it
Waaagh! Ork Warboss




Italy

I used to bring nobz with slugga&choppa, because pks at 25 points were an insult and big choppas were too expensive for what they do, unless you give them to a full squad of nobz.

Now I always give pks to the boyz/stormboyz nobz and even to nobz that lead big kommandos units.

IMHO the difference between a big choppa and a power klaw is significant but 16 more points for a weapon that is better but not that better were too many.

For just 6 points more I'd always take a pk over a big choppa though.

Don't expect much from pks, they're terrible like big choppas to hurt vehicles and anything with lots of wounds but against armored infantry models, cavalry, bikes, monsters that don't have 8+ wounds they're a nice add. In my experience pks add little and the massive amount of S4 hits still does the majority of the job, but big choppas add pretty much nothing to units of boyz so I'm absolutely in favor of pks now.

 
   
Made in us
Decrepit Dakkanaut





My friend saved a bit of 150 points.

Mob Up is also pretty amazing. Bring one big blob and several 10 man. Get the big blob stuck in and then just keep reinforcing it.
   
Made in us
Krazed Killa Kan





Denver, Colorado

Daedalus81 wrote:
My friend saved a bit of 150 points.

Mob Up is also pretty amazing. Bring one big blob and several 10 man. Get the big blob stuck in and then just keep reinforcing it.


I guess my question is: Why not bring several large boyz units instead of small ones and spending command points to make them big ones?

I've just been scratching my head a bit about mob up. I guess it would be nice if a unit of boyz was whittled down to nothing to incorporate it into a larger one, but in my experience, I almost never have a small unit of boyz leftover, due to morale.

I also am having trouble thinking of any fun tricks to use it, outside of recycling small units. I guess you could combine two units of nobz or flash gitz and jump them, but both are expensive and not terribly durable units.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in ca
Mutilatin' Mad Dok





 Nightlord1987 wrote:
I'ts a good start. I've only played 1 game of Orkz since 8th.This edition favors foot mobs moreso and my army is very trukk boy themed. It wasnt a good list in 7th, and now the price of trukks makes it even less so, but it was very fun! Mob Up is gonna be very helpful, saves some models and boosts the Mob Rule number up as well.

If we get any helpful strategems to move vehicles and then disembark, I will be a happy git. Its been uneasy shelving my favorite army....

Counter anecdote! Mechanized Orks is my army and I've lost one game out of eight with them since the new edition dropped.

You can't play the army like you did in 7th. That's how I lost that one game, was disembarking to charge quickly with the boys like I used to. Once I started waiting until turn 2 or 3 and charging with the vehicles before disembarking the troops, things improved significantly. The mileage you can get out of the new vehicle rules is amazing. Tying up units with trukks and battlewagons, then following up with your shock close combat units is the key to victory. Battlewagons are easily my MVP unit now, the damage they can do with the 'rolla and the punishment they can absorb with an 'ard case is exceptional.

I don't run even a shadow of a meta list, and I play chiefly against Imperial Guard horde, generic Death Guard, Primaris gunline, and Thousand Sons mortal wound spam. I usually have tougher games against more competitive-focused armies like the Guard and the Sons, but I actually had my loss to the Death Guard. Grenade spam and damage-causing auras are not a good mix with relatively small units of infantry.

Absolute statements of effectiveness in this game are bunk in the first place, but if you ask me, it was definitely not a bad list in 7th and it's not nearly as bad now as some seem to think. IMO it's just the play-style and tactics have shifted drastically. I won't try to say that mech is objectively better than a horde list, which is simply not true, but it doesn't deserve a shelving!


Automatically Appended Next Post:
 Kap'n Krump wrote:
Daedalus81 wrote:
My friend saved a bit of 150 points.

Mob Up is also pretty amazing. Bring one big blob and several 10 man. Get the big blob stuck in and then just keep reinforcing it.


I guess my question is: Why not bring several large boyz units instead of small ones and spending command points to make them big ones?

I've just been scratching my head a bit about mob up. I guess it would be nice if a unit of boyz was whittled down to nothing to incorporate it into a larger one, but in my experience, I almost never have a small unit of boyz leftover, due to morale.

I also am having trouble thinking of any fun tricks to use it, outside of recycling small units. I guess you could combine two units of nobz or flash gitz and jump them, but both are expensive and not terribly durable units.
Mob up works really well if you run mech with mixed trukks and battlewagons. The battlewagon boys catch the trukk boys who have taken casualties in the first wave and mob up for great effect. Already used this in a game and I ended up with a 35-strong unit of mixed shootas, sluggas, and nobs.

This message was edited 1 time. Last update was at 2017/12/06 17:09:11


 
   
Made in us
Shadowy Grot Kommittee Memba






I gotta say I've been enjoying me some Mob Up as well, particularly its utility with da jump. A Nobz mob requires significantly more firepower devoted to shift it then a 30 boyz mob, and I've gotten mileage out of sticking Kommando squads together, Trukk boyz, and Burna Boyz. I'm usually pretty flush with CPs as orks since its often not worth rerolling much other than charges and since I'm generally on the attack interrupts are not quite as useful to me. I own an absolute crap-ton of nobz since I love the models and getting to bring them all again gave me the fifth-ed nostalgia feels.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

 Kap'n Krump wrote:
Daedalus81 wrote:
My friend saved a bit of 150 points.

Mob Up is also pretty amazing. Bring one big blob and several 10 man. Get the big blob stuck in and then just keep reinforcing it.


I guess my question is: Why not bring several large boyz units instead of small ones and spending command points to make them big ones?

I've just been scratching my head a bit about mob up. I guess it would be nice if a unit of boyz was whittled down to nothing to incorporate it into a larger one, but in my experience, I almost never have a small unit of boyz leftover, due to morale.

I also am having trouble thinking of any fun tricks to use it, outside of recycling small units. I guess you could combine two units of nobz or flash gitz and jump them, but both are expensive and not terribly durable units.


It solves the trukk issue. Having ten ork squads when you jumped out sucked, with a brigade detachment (why not with orks) you can easily have points to spend to suddenly have much larger blobs of orks even if they are in trukks.

 
   
Made in dk
Longtime Dakkanaut




1) PKs are definitely competitive now, and are now better than big choppas even on Warbosses. Except for the guy with the Killchoppa. I am glueing Klaws on my boss nobs again.

2) With the new mob-up stratagem, taking a few 10-man squads works well even in a foot-list.

3) Meganobz does not suck anymore, but Nobz are still better. 8 PK nobz and Ghaz will instagib a baneblade.

4) +1S warlord trait is extremely useless.

5) The shoota and rokkit buggies still has too little firepower. The skorcha is better, but still inferior to infantry or artillery.

6) KMK has suddenly become extremely good. They dish out more damage per point than obliterators !!!

7) Painboyz are better now. I think they are a steal at 53 points.

8) The Morkanaut only sucks slightly less. It is definitely not viable.
   
Made in pl
Fresh-Faced New User





It would be nice if mobup allowed mixing different squads. For 1cp and 30-90p you would receive additional 10-30 wounds on footslogging HQ or more expensive squad. Fluffy and usefull grot screen.
I just do not recall any situation on all my ork battles when it could be usefull in current shape.


Edit: just realized, maybe for morale benefits? Ld 40 anyone?

This message was edited 1 time. Last update was at 2017/12/06 19:27:10


 
   
Made in gb
Battlefortress Driver with Krusha Wheel






They should have had mob up where you can combine different data sheet units but onky had their aura effect that squad. Eg, mob up the painboy with a mob of 30 boyz to hide him from snipers but in return his fnp only effects that 30 boyz.
   
Made in us
Decrepit Dakkanaut





 Kap'n Krump wrote:


I guess my question is: Why not bring several large boyz units instead of small ones and spending command points to make them big ones?

I've just been scratching my head a bit about mob up. I guess it would be nice if a unit of boyz was whittled down to nothing to incorporate it into a larger one, but in my experience, I almost never have a small unit of boyz leftover, due to morale.

I also am having trouble thinking of any fun tricks to use it, outside of recycling small units. I guess you could combine two units of nobz or flash gitz and jump them, but both are expensive and not terribly durable units.


Because you can even do it when your other unit is in combat. Move, advance, join, and then pile in and fight.
   
Made in au
Flashy Flashgitz






It made no substantial changes to my list, I saved points on my KMK gunline and bits and bobs here and there with the PK/BC changes. With my points saved I bring a dedicated painboy for my weirdboyz now.

I don't think the changes make any other unit a consideration, morkanauts are still overcosted and killtanks are now irrelevant.

The new relic and stratagem mob up are good (not excellent). Mob up changes turn 3 and 4 damage with green tide, I feel fearless in the later turns now if I play correctly. Whereas before, after the first squad died and the second rank started to lose numbers, boyz damage dramatically fell off. I'm not list tailoring around the stratagem, but playing into it has helped damage output and staying power.

edit: for reference, I bring 90 boyz 30 stormboyz, all BCs. I'm considering a PK for my stormboyz, or reducing one 30man Boyz squad into two 10man with PKs (then just mob up to two 40 man squads with two nobz). I would prefer the latter against gunline, making da-jump much stronger, but I would prefer the original 3 squads vs other assault armies or smite spam/magnus/morty.

This message was edited 1 time. Last update was at 2017/12/07 00:43:12


 
   
Made in it
Waaagh! Ork Warboss




Italy

Mob up could have been amazing if it allowed units of the same type to merge no matter what their size was. Like 2x30 boyz merged into a single 60 man blob I'd loved that.

 
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

1 CP for each 10 models mobbing up to the target mob perhaps. Is there a precedent of a stratagem scaling up?
   
Made in us
Nasty Nob





United States

Using mob up to put 15 Lootas with 10 Lootas so you can reroll number of shots on 25 Lootas feels fun.

Powerklaw got soo cheap I think it is auto take on Str5 and maybe Str 4 models. The AP is that important.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in nl
Longtime Dakkanaut




 Rismonite wrote:
Using mob up to put 15 Lootas with 10 Lootas so you can reroll number of shots on 25 Lootas feels fun.

Powerklaw got soo cheap I think it is auto take on Str5 and maybe Str 4 models. The AP is that important.


What kind of Str4 models can take powerklaws?
   
Made in us
Nasty Nob





United States

pismakron wrote:
 Rismonite wrote:
Using mob up to put 15 Lootas with 10 Lootas so you can reroll number of shots on 25 Lootas feels fun.

Powerklaw got soo cheap I think it is auto take on Str5 and maybe Str 4 models. The AP is that important.


What kind of Str4 models can take powerklaws?


Lol well ya got me. I was thinking the Mek, Big Mek, and Runtherd. But the mek takes a killsaw, the runtherd can't take the pk or the saw, and the Big Mek is Str 5, but I forgot that because mine haven't been in CC this Ed and I have only fielded a Runtherd once.

Feel better? Ya got somebody today.

With that said, maybe only auto take for models that are intended to see an assault.

This message was edited 2 times. Last update was at 2017/12/07 20:16:55


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Mekboy on Kustom Deth Kopta






mob up I was so excited on initial leak of adding mega nobz to 30 boys squads for 2+ armor for ap 0 shots and eat anti tank shots on 6+ boys.

I still think it is good though combining small squads of boys into a larger horder will be cool. imagine widdling down the mob witht he pk nob only to have ti join another which then gets whittled down and then the next turn you have 3 pk nobz in a different squad of boys.

points reductiosn were nice on the untis who go tthem but most of our shooting units are still unreasonably priced for the ballistic skill.. also the fact that our flamers are still d3 instead of d6 like every other army is bs.

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Nasty Nob





United States

<removed> added edit to previous post

This message was edited 1 time. Last update was at 2017/12/07 20:16:14


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
 
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