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2018/04/16 19:19:54
Subject: Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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Freaking 'ell Gork and Mork! We actually had some changes in the faq?!?
https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/warhammer_40000_index_xenos_2_en-1.pdf
Basically, Warboss on Bike can now allow bikes to advance and charge (yey... no idea why this wasn't there from the start (in fact, I thought it was and had to open my index to see how it changed)). Stormboyz don't have to suffer mortal wounds anymore! And something to do with mob up my small brain couldn't be bothered to try to understand!
Discuss mah Orky boyz!
In my opinion this actually scares me. It makes me think that the warboss on bike won't be in our codex if they are having to change his rules in our index almost 6 months after it came out. *Gulp*.
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This message was edited 3 times. Last update was at 2018/04/16 19:21:27
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2018/04/16 19:27:52
Subject: Re:Ork FAQ changes.
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Decrepit Dakkanaut
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Kult of Speed incoming. That's my guess.
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2018/04/16 19:31:57
Subject: Re:Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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I've always wanted one... so much thai i paint my orks red. XD all i got though is a trukk, wagon, 3 koptas and a dakka jet. My Morkanaut and kans can count I geuss.
I want bikes but never saw a use for them... might reconsider if they don't kill of bike hqs.
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2018/04/16 19:38:17
Subject: Re:Ork FAQ changes.
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Decrepit Dakkanaut
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lolman1c wrote:
I've always wanted one... so much thai i paint my orks red. XD all i got though is a trukk, wagon, 3 koptas and a dakka jet. My Morkanaut and kans can count I geuss.
I want bikes but never saw a use for them... might reconsider if they don't kill of bike hqs.
We may see the return of 'Red onez go fasta' as at least part of their trait - maybe a full 6" advance. Stack that with advance and charge from the boss...good stuff.
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2018/04/16 20:18:19
Subject: Re:Ork FAQ changes.
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Battlewagon Driver with Charged Engine
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Give the kult of speed vehicles an extra 3" movement, the ability to reroll advance and charge rolls and the kult of speed warbosses waaagh! ability should affect vehicles as well. I don't think my kult of speed are ever going to be very good but I hope they increase the viability of them. Also, without looking at the index, I really don't understand how that mob up rule is different either.
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2018/04/16 20:20:02
Subject: Re:Ork FAQ changes.
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Decrepit Dakkanaut
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PiñaColada wrote:Give the kult of speed vehicles an extra 3" movement, the ability to reroll advance and charge rolls and the kult of speed warbosses waaagh! ability should affect vehicles as well. I don't think my kult of speed are ever going to be very good but I hope they increase the viability of them. Also, without looking at the index, I really don't understand how that mob up rule is different either.
It's just more clearly worded.
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2018/04/17 01:06:17
Subject: Ork FAQ changes.
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Longtime Dakkanaut
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That was a bit....underwhelming to say the least. Got an ability which has ZERO impact on the game because nobody wants to take bikers right now and if for some weird Fething reason they do take them, they don't want to be in CC as they are pretty much a shooting only platform...unless your opponent is scared of a handful of S4 attacks.
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2018/04/17 01:08:58
Subject: Ork FAQ changes.
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Decrepit Dakkanaut
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SemperMortis wrote:That was a bit....underwhelming to say the least. Got an ability which has ZERO impact on the game because nobody wants to take bikers right now and if for some weird Fething reason they do take them, they don't want to be in CC as they are pretty much a shooting only platform...unless your opponent is scared of a handful of S4 attacks.
Yea they definitely were not a focus. Hopefully a codex this summer rather than this winter.
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2018/04/17 01:10:22
Subject: Ork FAQ changes.
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Longtime Dakkanaut
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Daedalus81 wrote:SemperMortis wrote:That was a bit....underwhelming to say the least. Got an ability which has ZERO impact on the game because nobody wants to take bikers right now and if for some weird Fething reason they do take them, they don't want to be in CC as they are pretty much a shooting only platform...unless your opponent is scared of a handful of S4 attacks.
Yea they definitely were not a focus. Hopefully a codex this summer rather than this winter.
I still say GW missed a golden opportunity to release orkz in October...Orktober. and I would rather not have to wait until October now to get a codex which my negative side thinks is going to be trash and my positive side thinks is going to be rubbish
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2018/04/17 01:10:43
Subject: Ork FAQ changes.
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Flashy Flashgitz
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I think the warboss change was just an oversight. Because the warboss on a bike would not allow himself to advance and charge, because he was a biker. So this minor change makes his threat range much better than before. And I bet most people were playing him wrong anyway, it feels un-intuitive to have warboss on foot be able to advance and charge, but warboss on bike to not.
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2018/04/17 01:20:20
Subject: Ork FAQ changes.
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Oozing Plague Marine Terminator
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Heres hoping some of these Index Only options will make it into the main Codex, otherwise Ork Warboss choices will be slim.
I mean, there IS an official Biker Boss model through FW, but I'm kinda hoping we see some actual HQ models for Orkz soon.
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2018/04/17 01:27:59
Subject: Ork FAQ changes.
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Flashy Flashgitz
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Nightlord1987 wrote:Heres hoping some of these Index Only options will make it into the main Codex, otherwise Ork Warboss choices will be slim.
I mean, there IS an official Biker Boss model through FW, but I'm kinda hoping we see some actual HQ models for Orkz soon.
Oddly enough, Zhadsnark did not get this rule change, so he cannot advance and charge still.
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2018/04/17 01:35:27
Subject: Ork FAQ changes.
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Angelic Adepta Sororitas
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do you think Ghaz will be a new "prime ork" model since they changed his rule? or am I just wishful thinking
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1500pts
500pts
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2018/05/07 21:27:31
Subject: Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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Funny enough, we also got all our forgeworld flyers model rules back in the faq?! Check the forge world faq.
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2018/04/17 05:29:09
Subject: Ork FAQ changes.
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Decrepit Dakkanaut
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lolman1c wrote:Funny enough, we also got all our forgeworld flyers model rules back in the faq?! Check the forge world faq.
No points for them thpugh. :(
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2018/04/17 05:42:09
Subject: Ork FAQ changes.
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Locked in the Tower of Amareo
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Orks got overall hit badly by FAQ. 0-3 data sheet hurts us(multiple spearheads just died) and beta deep strike rule just killed kommandos and da jump.
There's however one nice thing we did get. Open top chinork. Not sure if that's still worth the points but at least we now have flying fast burna platform. Problem is to really use that we need lots of them as they so easily...Anybody know alternative model that isn't as expensive as FW one?
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2024 painted/bought: 109/109 |
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2018/04/17 05:48:43
Subject: Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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tneva82 wrote:Orks got overall hit badly by FAQ. 0-3 data sheet hurts us(multiple spearheads just died) and beta deep strike rule just killed kommandos and da jump.
There's however one nice thing we did get. Open top chinork. Not sure if that's still worth the points but at least we now have flying fast burna platform. Problem is to really use that we need lots of them as they so easily...Anybody know alternative model that isn't as expensive as FW one?
It has no effect on da jump. Da jimp is not a DS it's an ability that happens during the game. You can still Da Jump on turn 4 for example.
Also the 0-3 data rule is just a suggestion for tournament players... I've never cared about tournaments and just think they end up hurting casual more so would rather that stook away for now. Automatically Appended Next Post: tneva82 wrote:Orks got overall hit badly by FAQ. 0-3 data sheet hurts us(multiple spearheads just died) and beta deep strike rule just killed kommandos and da jump.
There's however one nice thing we did get. Open top chinork. Not sure if that's still worth the points but at least we now have flying fast burna platform. Problem is to really use that we need lots of them as they so easily...Anybody know alternative model that isn't as expensive as FW one?
For a FW models most Ork stuff are actually priced well. It's funny... but i'm waiting until our codex before I buy anything at all.
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This message was edited 1 time. Last update was at 2018/04/17 05:57:02
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2018/04/17 06:03:41
Subject: Ork FAQ changes.
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Locked in the Tower of Amareo
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lolman1c wrote:tneva82 wrote:Orks got overall hit badly by FAQ. 0-3 data sheet hurts us(multiple spearheads just died) and beta deep strike rule just killed kommandos and da jump.
There's however one nice thing we did get. Open top chinork. Not sure if that's still worth the points but at least we now have flying fast burna platform. Problem is to really use that we need lots of them as they so easily...Anybody know alternative model that isn't as expensive as FW one?
It has no effect on da jump. Da jimp is not a DS it's an ability that happens during the game. You can still Da Jump on turn 4 for example.
It takes unit out of game and then they are set on table. No turn 1 da jump outside your deployment zone.
After turn 1 you are still forced to deploy more than 9" from enemy which since we are h2h army makes simply better to have more boyz since we get often more likely T2 charge with them foot slogging than by da jumping!
Also the 0-3 data rule is just a suggestion for tournament players... I've never cared about tournaments and just think they end up hurting casual more so would rather that stook away for now.
max 3 detachments is also "suggestions". In practice I have run into more gamers who disallow premeasuring than allow more than 3 detachments.
For a FW models most Ork stuff are actually priced well. It's funny... but i'm waiting until our codex before I buy anything at all.
370£ for 5 cheap transports is "bit" more than I would be willing to pay. Especially as it's still not super awesome unit that I would be taking often to the field.
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This message was edited 1 time. Last update was at 2018/04/17 06:04:39
2024 painted/bought: 109/109 |
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2018/04/17 07:22:00
Subject: Ork FAQ changes.
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Mekboy on Kustom Deth Kopta
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hollow one wrote:Oddly enough, Zhadsnark did not get this rule change, so he cannot advance and charge still.
Zhadsnark got the change. Its a change to WAAAAAGGGHHH!! on a boss with <Biker Boss> keyword which he has both of?
tneva82 wrote:
It takes unit out of game and then they are set on table. No turn 1 da jump outside your deployment zone.
After turn 1 you are still forced to deploy more than 9" from enemy which since we are h2h army makes simply better to have more boyz since we get often more likely T2 charge with them foot slogging than by da jumping!
OK this is wrong. The ruling in the FAQ is in reference to TACTICAL RESERVES not units arriving as reinforcements per se. Obviously if a squad is Da Jumped they must not be tactical reserves so aren't bound by those rules. Both RAW and common sense support this.
Da jump is fine.
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2018/04/17 07:25:37
Subject: Ork FAQ changes.
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Locked in the Tower of Amareo
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Check the da jump rule. It says setting up on table. New rules refer to setting up on table top. Just like grey knights lost their turn 1 teleporting so did orks.
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2024 painted/bought: 109/109 |
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2018/04/17 08:00:21
Subject: Ork FAQ changes.
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Longtime Dakkanaut
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Hm, I’m not so sure. The Tactical Reserves Rule refers to “any unit that arrives on the battlefield during a player’s first turn” – jumped units have already arrived on the battlefield before the turn begins, so I’d say it’s a little unclear whether this is an accidental loophole, or an intentional exception. Could probably do with being clarified.
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2018/04/17 08:07:23
Subject: Ork FAQ changes.
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Locked in the Tower of Amareo
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I would LOVE to be wrong I just converted weirdboy and have another coming. Was planning to send in kommandos, then jump 30 shoota boyz turn 1 and stormboyz rushing in as well along with 2nd wave of boyz. Alas kommandoes died. At least da jump would give bit extra initial pressure and ease up deployment road block issues another block swarming in creates.
Hopefully GW FAQ's a FAQ.
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This message was edited 1 time. Last update was at 2018/04/17 08:07:36
2024 painted/bought: 109/109 |
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2018/04/17 08:16:41
Subject: Ork FAQ changes.
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Tough-as-Nails Ork Boy
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lolman1c wrote:And something to do with mob up my small brain couldn't be bothered to try to understand!
The Mob Rule change means you can no longer use a nearby Ork unit's Leadership, just their number of models. It's to stop people claiming that "I'm using this unit's Ld, and their Ld is equal to this other unit's Ld, which is equal to the number of models in this big mob over here, which is 30!" and chaining Leadership values across the board. Unfortunately, it also stops units from benefiting from the Leadership of nearby Ork characters, which is a shame.
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2018/04/17 08:21:28
Subject: Ork FAQ changes.
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Longtime Dakkanaut
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tneva82 wrote:I would LOVE to be wrong I just converted weirdboy and have another coming. Was planning to send in kommandos, then jump 30 shoota boyz turn 1 and stormboyz rushing in as well along with 2nd wave of boyz. Alas kommandoes died. At least da jump would give bit extra initial pressure and ease up deployment road block issues another block swarming in creates.
Hopefully GW FAQ's a FAQ.
I’ve popped them a query on fb, so let’s see! This is definitely one of those cases where I can see both sides of the argument.
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2018/04/17 08:22:21
Subject: Ork FAQ changes.
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Daring Dark Eldar Raider Rider
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Nazrak wrote:Hm, I’m not so sure. The Tactical Reserves Rule refers to “any unit that arrives on the battlefield during a player’s first turn” – jumped units have already arrived on the battlefield before the turn begins, so I’d say it’s a little unclear whether this is an accidental loophole, or an intentional exception. Could probably do with being clarified.
They've already clarified this in the BRB's FAQ.
Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons?
A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.
Treating them as if they're arriving as reinforcements would presumably mean no Jumping out of your deployment zone on turn 1.
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2018/04/17 08:56:19
Subject: Ork FAQ changes.
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Mekboy on Kustom Deth Kopta
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Burnage wrote: Nazrak wrote:Hm, I’m not so sure. The Tactical Reserves Rule refers to “any unit that arrives on the battlefield during a player’s first turn” – jumped units have already arrived on the battlefield before the turn begins, so I’d say it’s a little unclear whether this is an accidental loophole, or an intentional exception. Could probably do with being clarified.
They've already clarified this in the BRB's FAQ.
Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons?
A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.
Treating them as if they're arriving as reinforcements would presumably mean no Jumping out of your deployment zone on turn 1.
Irrelevant since the question and hence the answer both refer to with regard to tiring heavy weapons. Also reinforcements aren't the same as tactical reserves. The rule specifically refers to units entering the battle field.
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2018/04/17 08:56:36
Subject: Ork FAQ changes.
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!!Goffik Rocker!!
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So, the only viable build is stormboy spam?
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2018/04/17 09:09:21
Subject: Ork FAQ changes.
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Tough-as-Nails Ork Boy
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The only viable build is Green Tide, exactly like it was before.
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2018/04/17 09:09:35
Subject: Ork FAQ changes.
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Daring Dark Eldar Raider Rider
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An Actual Englishman wrote: Burnage wrote: Nazrak wrote:Hm, I’m not so sure. The Tactical Reserves Rule refers to “any unit that arrives on the battlefield during a player’s first turn” – jumped units have already arrived on the battlefield before the turn begins, so I’d say it’s a little unclear whether this is an accidental loophole, or an intentional exception. Could probably do with being clarified.
They've already clarified this in the BRB's FAQ.
Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons?
A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.
Treating them as if they're arriving as reinforcements would presumably mean no Jumping out of your deployment zone on turn 1.
Irrelevant since the question and hence the answer both refer to with regard to tiring heavy weapons. Also reinforcements aren't the same as tactical reserves. The rule specifically refers to units entering the battle field.
The question is about heavy weapons, but the answer seems to have a broader scope than that. Other FAQs have also clarified that abilities and powers like Da Jump can trigger stratagems like Auspex Scan which only target units being set up as if they were reinforcements, further suggesting that Da Jump's "remove and set up again" should be treated as reinforcements.
Additionally, the first line of the new Tactical Reserves rule states "Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve, etc., in order to arrive on the battlefield mid-game as reinforcements." It's not making a distinction between reinforcements and tactical reserves at all.
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2018/04/17 09:23:21
Subject: Ork FAQ changes.
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Locked in the Tower of Amareo
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Ork boyz also work. Those or stormboyz. Before kommandos were also valid especially to complement.
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2024 painted/bought: 109/109 |
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