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2014/08/30 17:28:39
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
Sytakan wrote: Hey guys, please forgive my ignorance, but I'm REALLY confused here. I have my shiny new codex here (Got it when it came out) but I don't see things like the supplements, extra formations and rules like "Da Boss is Watching."
Is there another book that I'm missing, or am I just REALLY bad at reading this thing?
Yup, it's GW's latest cruel trick - release a bland codex, and put all the cool formations and special characters etc in a separate supplement, so you have to buy both books.
Some GW accountant probably thinks it's a genius way to double sales revenue, but all it's really doing is discourage new players and lower overall sales. :(
2014/08/31 02:13:33
Subject: Re:Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
sirlynchmob wrote: I'm loving the grukk face rippa as my warlord. Reroll morale & pinning checks for at least 1/2 my army, then a reroll on the mob rule. Yes please, it makes me a happy ork. It almost makes up for losing fearless.
Automatically Appended Next Post:
Jidmah wrote: Added the Dataslate and Formations from Sanctus Reach: Stormclaw and Sanctus Reach: Hour of the Wolf to first post.
Grukk Facerippa
- Warboss with 'eavy armor, kombi-rokkit, PK and boss pole
- Always has the Bellowing Tyrant warlord trait
- For 16 additional points he gets 5+ FNP and Shred on his PK.
he also has an attack squig.
Where is this 16 points for FNP & shred listed? on his datasheet FNP is listed as a special rule of his already.
I thought the git rippa was included as well, but it's not listed under wargear so now I'm wondering where you found this 16 point cost at.
Oh, I missed that post. Added the attack squig. The points are the "tax" you pay compared to just picking a regular warboss with the same loadout.
Thanks for clearing that up. I'll pay the tax for the warlord trait I want.
2014/08/31 02:22:55
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
Bellowing Tyrant, that's the one I was trying to think of before. So if you take the Council of Waaagh! formation, you get Prophet of Gork & Mork, Bellowing Tyrant, and two additional Warlord Traits from the Ghaz supplement.
2014/08/31 08:14:21
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
Note that Council of Waaagh! is slightly different than bellowing tyrant - you get to reroll as long as the Waaagh! banner is alive, rather than as long as Thrakka is alive.
Sytakan wrote: Hey guys, please forgive my ignorance, but I'm REALLY confused here. I have my shiny new codex here (Got it when it came out) but I don't see things like the supplements, extra formations and rules like "Da Boss is Watching."
Is there another book that I'm missing, or am I just REALLY bad at reading this thing?
The name of the book is the bold and underlined part above each section. Also note that all books except the Sanctus Reach:Stormclaw one are available as ebooks for a lot less than hard covers. You'll usually only use one or two pages out of those per game, so printing them and shoving them in your codex is valid option.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2014/08/31 17:46:49
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
I have been having issues with Mega Armour, because I am winning combats and my opponent just runs away and regroups next turn, and shoots me to death. Drives me crazy.
What is the Flash Git formation? What book is it in?
orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.
2014/09/03 23:10:55
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
I have been having issues with Mega Armour, because I am winning combats and my opponent just runs away and regroups next turn, and shoots me to death. Drives me crazy.
What is the Flash Git formation? What book is it in?
that's why I usually have him in heavy armor so he could run and stuff. I almost never have him in a challenge, but most challenge heros are ap2 anyways. though honsestly the squad he's in runs over stuff anyways
This message was edited 1 time. Last update was at 2014/09/04 00:52:47
413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
2014/09/08 14:52:38
Subject: Re:Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
There was at least one greentide formation at NOVA. One of them went undefeated day 1. Does anyone know the details of one of those lists? If not, could someone give me an 1850 Greentide formation list that you would take to a top tier tourney?
Quick question regarding Council of Da Waaagh! formation.
The part talking about the bearer of the waaagh banner makes it sound like its giving you +1WS and Fearless in addition to the usual +1WS from the banner to begin with. Am i just reading this in my favor? Huge difference between WS7 and 8 on my bosses lol.
Reason im reading it as +1 more than the banner usually gives is because its writing it as a condition for fearless and +1ws. Then again im thinking proper writing here, not GW logic so im probably wrong here lol
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/09/09 06:14:47
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
The rule is on top of the regular Waaagh! banner, so you get +2 WS.
Some people argue that it should only give +1WS because the rule replaces the Waaagh! banner, but the rules don't support that in any way.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2014/09/09 13:55:11
Subject: Re:Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
tag8833 wrote: Maybe someone with a good eye can figure out the list from the pics.
Looks like the Green Tide itself, several units of mek guns (two sets of three traktor kannons and some lobbas from what I can tell) an ADL and at least one more unit of ork infantry, presumably boyz. Can't make out any characters, which are going to be a significant factor.
As general advice for a green tide formation, I'd say try to get as many buffs onto it as possible. The warboss in the formation is unfortunately limited to the W:G unique wargear, so no lukky stikk. Probably best to give him Da Big Bosspole to make the whole lot fearless.
Then grab a couple more characters to buff the big mass of boys; another warboss with da lukky stikk for +1 WS to all of them and a Painboy to give them FNP would be my choice. If those characters come from a combined arms detachment, you are going to need a couple of units of boys to fill out the compulsory FOC slots. Use them as objective grabbers. Then fill out your points allowance with support units (probably mek guns).
The tricky bit would seem to be maneuvering the large unit effectively. It seems obvious from the images that he isn't just pushing them forwards in one big blob, but exactly what tactics are being used is beyond me.
tag8833 wrote: Maybe someone with a good eye can figure out the list from the pics.
Looks like the Green Tide itself, several units of mek guns (two sets of three traktor kannons and some lobbas from what I can tell) an ADL and at least one more unit of ork infantry, presumably boyz. Can't make out any characters, which are going to be a significant factor.
As general advice for a green tide formation, I'd say try to get as many buffs onto it as possible. The warboss in the formation is unfortunately limited to the W:G unique wargear, so no lukky stikk. Probably best to give him Da Big Bosspole to make the whole lot fearless.
Then grab a couple more characters to buff the big mass of boys; another warboss with da lukky stikk for +1 WS to all of them and a Painboy to give them FNP would be my choice. If those characters come from a combined arms detachment, you are going to need a couple of units of boys to fill out the compulsory FOC slots. Use them as objective grabbers. Then fill out your points allowance with support units (probably mek guns).
The tricky bit would seem to be maneuvering the large unit effectively. It seems obvious from the images that he isn't just pushing them forwards in one big blob, but exactly what tactics are being used is beyond me.
Based on your thoughts and my observations of the pictures I've got this 1850 list as a proposal, but I don't have much experience with these sorts of lists, so let me know where I'm guessing wrong.
Spoiler:
CAD:
Warboss: EA, PK, Da Finkin' Kap <- I know you said Da Lukky Stik, but infiltrating this whole mob or even move through cover and Stealth in ruins would be huge. As I said, not a pro at big ork lists, so maybe Da Lukky Stik would be better.
Painboy
Mek Gunz (3 Tractor Kannons, 2 Kannons) w/ 5 ammo runts <- I think they were Kannons instead of Lobbas. Of course they could have been in a separate squad, can't tell.
Mek Gunz (3 Tractor Kannons) w/ 3 ammo runts
Jidmah wrote: The rule is on top of the regular Waaagh! banner, so you get +2 WS.
Some people argue that it should only give +1WS because the rule replaces the Waaagh! banner, but the rules don't support that in any way.
Thats how i was viewing it.
GW is notorious for never ever repeating rules. The only time they state a rule without being in an "armory" type listing is when it pertains to a specific unit/unit type, such as vehicle rules, jet/jumppack rules, or special character rules (and formations). This would be literally the only time they reiterate what the waaagh! banner did, which made me believe it was +2WS.
Which is awesome as hell because vast majority of true melee monsters that actually HAVE a ws to shake a stick at usually cap out at ws7. Means my bosses and ghaz still hit on 3s lol.
Also i noticed something rather.....scary about this formation. If Ghaz gets the Rage warlord trait, and you benefit from Rampage, he can max out at 10 attacks on the charge lol. Thats just gnarly, especially considering the bosses will be toting 8 right behing him (im saying the D3 fro Rampage gave 3, assuming you were actually outnumbered). Thought about adding a weirdboy purely for Warpath goodness but then noticed i cant add or remove any ICs....nuts lol
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/09/09 23:03:42
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
I do believe the 2 Leftenuntz will get +2 to their WS, but this is because it specifically states the these two get a +1 because of their status. All Formation members also benefit from +1WS because of the WAAAGH!!! Banner AND are Fearless.
A man's character is his fate.
2014/09/10 06:35:42
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
This has nothing to do with interpretation. The +1 WS for the unit simply is a formation rule, which gives it bonus as long as the Waaagh! banner lives. If the banner dies, you still have the rule, it just doesn't do anything anymore.
The Waaagh! banner itself is a piece of wargear also providing +1 WS. Neither rule interacts with each other, so the is no reason to believe that they counter or replace each other.
The leftenuntz have three independent rules each giving them +1 WS. If you disagree with this, feel free to get confirmation on YMDC.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2014/09/10 16:15:09
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
Which also falls under what i mentioned: GW does not repeat rules. If it was +1WS as long as the banner is alive and not +2, it would simply omit the +1WS part in the formation and just say fearless, still granting +1 because of the banner's normal rules.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/09/10 16:22:41
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
Let's face it, GW sucks at actually putting their thoughts into rules. Then some poor editor without knowledge of the game has to edit the whole mess and make it readable.
Good rules would simply have read:
"This unit's Waaagh! banner adds a further +1 WS (for a total bonus of +2 WS), confers the Fearless special rule to the bearer's unit and allows all models with 'ere we go within 12" to reroll moral and pinning checks."
Play-testing doesn't just help with balancing and broken rules, it also tells you where you need to put more clarifications.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2014/09/10 16:28:50
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
Clang wrote: Yup, it's GW's latest cruel trick - release a bland codex, and put all the cool formations and special characters etc in a separate supplement, so you have to buy both books.
Some GW accountant probably thinks it's a genius way to double sales revenue, but all it's really doing is discourage new players and lower overall sales. :(
Yeah, they started this nasty bit of business with poor Tyranids, putting all the good formations in Dataslates. It worked, as all the Nid players bought the Dataslates to have a chance at competing. Now everyone is going to get the same treatment. This strategy works pretty well on second tier armies like Orks and Nids, who need whatever help they can get. Not so much on other factions.
2014/09/11 02:46:33
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
Im just as frustrated by poor editing and rules writing.
I believe the intent of the rule for the Banner of the Great WAAAGH! is to include the WAAAGH! Banner +1WS bonus to show that it is in fact a WAAAGH! Banner but also adds the Fearless special rule to show its uniqueness.
Since its an independent formation not part of the base codex, I dont believe it adds +1 to the base codex WAAAGH! banner, as it is not that banner.
A man's character is his fate.
2014/09/11 04:13:13
Subject: Re:Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
What about gitz formation? 20 + badruk = footslogging. Which is awful for gitz unless the enemy's rushing at your lines. And it doesn't happen every game.
2014/09/11 04:14:56
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
unfamiliar with that formation. are they all in one unit or is it multiples?
if its multiples nothing says you cant split them up into wagons. The sneaky gitz formation acts as 3 separate units for all purposes except the reserve roll. Though they shouldnt be taking vehicles, they can lol
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/09/11 04:16:17
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
Clang wrote: Yup, it's GW's latest cruel trick - release a bland codex, and put all the cool formations and special characters etc in a separate supplement, so you have to buy both books.
Some GW accountant probably thinks it's a genius way to double sales revenue, but all it's really doing is discourage new players and lower overall sales. :(
Yeah, they started this nasty bit of business with poor Tyranids, putting all the good formations in Dataslates. It worked, as all the Nid players bought the Dataslates to have a chance at competing. Now everyone is going to get the same treatment. This strategy works pretty well on second tier armies like Orks and Nids, who need whatever help they can get. Not so much on other factions.
Spoiler:
Just download the pdf and you got the rules, eh. All the changes can fit on one page. Everything else is story, missions and stuff like that. They're not bad but won't affect the rules.
Automatically Appended Next Post:
Vineheart01 wrote: unfamiliar with that formation. are they all in one unit or is it multiples?
if its multiples nothing says you cant split them up into wagons. The sneaky gitz formation acts as 3 separate units for all purposes except the reserve roll. Though they shouldnt be taking vehicles, they can lol
Look at the 1-st page. Hour of the Wolf. They can be joined. Or can stay in separate units. I'm just trying to figure out if joining them is worth the loss of a battlewagon.
This message was edited 2 times. Last update was at 2014/09/11 04:18:12
2014/09/11 04:22:05
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
i would leave them separate then. gitz are too vulnerable to footslog it. least after they zoom up a turn or two they can duck around cover while shooting.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/09/11 05:59:06
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
kaiservonhugal wrote: Since its an independent formation not part of the base codex, I dont believe it adds +1 to the base codex WAAAGH! banner, as it is not that banner.
That's pretty much the point. You have a rule on the formation which stops doing something when the Waaagh! banner dies. And you have the regular codex Waaagh! banner. Each adds +1 WS.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2014/09/19 05:49:17
Subject: Re:Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
looking at doing some changes with my list. one of which is adding a bigmek with SAG. i love the model, don't know if love its actual functionality though.
thinking about adding one to my big mek guns, but I'm not sure which variant he synergises with best though.
I'm not running any bikes, so that's not an option. my list is mostly built around a greentide.
thanks for any tips.
Automatically Appended Next Post:
koooaei wrote: How valuable is DLS warboss for a greentide?
i would say pretty significant, I'm running one in my tide with an additional warboss from a CAD. i wouldn't personally leave the house without one.
This message was edited 1 time. Last update was at 2014/09/19 09:43:19
5000+
2014/09/19 10:43:17
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
Two questions for you guys; (rather random - as I like odd tactics)
Doh! just answered one of em myself and its not possible, I was just thinking about a DLSMA warboss in a tide of grots, but then remembered that theres no way to get a huge single unit of grots - brain fart there. But would have been hilarious for board coverage with a 2+ at the front.
Second;
Im running some cron allies 2 ghostarks with warriors and the HQ and crytek in one each. I was considering pushing the ghostarks out in front of my battlewagons, bikes and trukks, rotating them sideways in order to create an AV13 wall in effect.
Aims being; blocking LOS from my MANz missile and BW/trukk boys
Can i shoot past the ghost arks with my own units? Not 100% on how skimmers block LOS in this regard? as they are allies of convienience? so they are an enemy unit that i simply cannot charge, shoot etc...
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Skimmers block LoS like any other unit, usually blocking more than regular vehicles because theyre on a post. My warboss can shoot over my trukks because hes so tall, but not a wagon because its slightly taller.
Likewise, my Firewarriors may be short little buggers but if a devilfish goes in front of them, they arent THAT short to see under it.
You can however do the current "Fish of Fury" tactic, which i use all the time. Move/fire the units you want to block, then flat-out with the skimmers that were sitting right behind them to move in front and block LoS. Little tricky to do this multiple times especially when trying to advance, but it will allow you to shoot and still be covered.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys