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Made in us
Krazed Killa Kan






 Perfect Organism wrote:

My biggest fear for orks has always been that one day GW will actually start listening to people on the internet and decide that orks should only be good in close combat.


Is that really a concern?

If anyone has decided that orks should only be good in close combat, it's GW, considering that they have made absolutely sure that our only form of high strength (and therefore reliable anti-tank) is in close combat.

Also worth noting that our two dedicated transports are open-topped (e.g. assault vehicles), and two of our USRs (Waaagh and Furious Charge) pertain specifically to close combat.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Yellin' Yoof




Decatur, IL, USA

I always did, 3 kannons and 3 lobbas, can't say there was ever a game that they were not feared.


When I started buying Orkz (when the last Codex dropped), I got 9 Kannonz. I hate the idea of spending the small pts for that unit, but I think they're dead killy. Maybe the new 'Dex will let you put more than 3 in a Heavy slot. I'll be thrilled!!

GW junkie: 40K (Ork), BFG (Ork), Necromunda (Goliath), and Blood Bowl (Norse)  
   
Made in us
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

 ciaflayed1 wrote:
I always did, 3 kannons and 3 lobbas, can't say there was ever a game that they were not feared.


When I started buying Orkz (when the last Codex dropped), I got 9 Kannonz. I hate the idea of spending the small pts for that unit, but I think they're dead killy. Maybe the new 'Dex will let you put more than 3 in a Heavy slot. I'll be thrilled!!


I thought it would be cool if you could take them like Heavy Weapons Teams in IG.

"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"

I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.
ADB 
   
Made in ca
Lieutenant Colonel






lol... seems like every single ork codex I ever bought was prefaced by GW with something along the lines of

"somehow, a CC army became a shooty one. This codex fixes that."

as it stands right now, orks are mediocre in CC due to low I, bad AP values, and the fact that your best CC units need to be sent after vehicles, and we have no solutions for MC's or characters with good I who just kill us in combat before we get to strike.

we need power weapons back, or somthing to get more AP in CC, and we need solutions for MC's, and ranged solutions for vehicles.

overall I am excited for the new dex though, here is hoping!

 
   
Made in us
Krazed Killa Kan






 easysauce wrote:

as it stands right now, orks are mediocre in CC due to low I, bad AP values, and the fact that your best CC units need to be sent after vehicles, and we have no solutions for MC's or characters with good I who just kill us in combat before we get to strike.

we need power weapons back, or somthing to get more AP in CC, and we need solutions for MC's, and ranged solutions for vehicles.

Don't forget low (5+) invulnerable saves

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Yellin' Yoof




Decatur, IL, USA

 Dez wrote:
 ciaflayed1 wrote:
I always did, 3 kannons and 3 lobbas, can't say there was ever a game that they were not feared.


When I started buying Orkz (when the last Codex dropped), I got 9 Kannonz. I hate the idea of spending the small pts for that unit, but I think they're dead killy. Maybe the new 'Dex will let you put more than 3 in a Heavy slot. I'll be thrilled!!


I thought it would be cool if you could take them like Heavy Weapons Teams in IG.


THAT would do it too. I don't see us being able to add Kannonz to a Boyz squad though. BUT, I do like the idea.

GW junkie: 40K (Ork), BFG (Ork), Necromunda (Goliath), and Blood Bowl (Norse)  
   
Made in us
Dakka Veteran





 Juvieus Kaine wrote:
Zywus wrote:
Murrdox wrote:
 pretre wrote:
Rubs wrote:
I'm hoping its not that complicated. I don't want to have to count how many boyz I have in each unit every physic phase.

It won't be. This is a Natfka rumor.


These same kind of rumors about Orks generating "Waaggh! Tokens" or "Warp Charge" from being in close combat have been floating around for I think over a year now.

I'm highly skeptical of GW adding some kind of Dark-Eldar-esque-Pain-Token-mechanic to Orks. I'm not positive, but I don't think any of those rumors came from a source verified as very reliable.
It wouldn't surprise me since basically the same mechanic applies to units of deamons (and other brotherhood of psykers?).
But as said. It's Naftka so it would be rather unwise to give the rumour too much credence.

I can only say that it echoes what I was told. So it might hold up better than most people think


Now that we know how Warp Charge works in 7th Edition, I could envision the following:

Basically Orks would get a Warp Charge for every unit of Boyz over 10 or 20. There's our "Deny the Witch" dice for when we don't bring any Psykers to the field.

Then for Weirdboyz.... I could envision an Ork Psykic Powers list which might have powers that have different effects depending on how many Warp Charge you throw at them. For example...

Zzap!
Focused Witchfire

1 Warp Charge version - S6 AP2 Assault 1
2 Warp Charge version - S8 AP2 Blast
3 Warp Charge version - S10 AP1 Blast

This would basically let a Warp Head use more powerful psychic attacks the more Orks were on the field.

And then, just because it's Orks, we'll probably have some kind of mechanic where things go wrong... I'm betting that either we'll have our own Perils chart separate from the book, or we'll Perils on double 1's as well as double 6's.

The ISSUE that I have with this, is that it really seems to be shoe-horning Orks into more of a Psychic role than they really are. Sure, Orks have Weirdboyz, but you don't have full armies based around their mechanic.
   
Made in us
Battlewagon Driver with Charged Engine





 matphat wrote:
Blerhg. Tired of waiting for some rules to leak. Really interested in what will happen to my beloved Ork simplicity.

I know, I just want to know if theyre messing with my Boyz and BWs

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Regular Dakkanaut






Honestly, if the warp charge rumor is true, I probably wouldn't even take a Weirdboy and just generate charges for DtW. I have 120 boyz taken in units of 20+, so no worries there (which is why I've been so preoccupied with how the new KFF rules will work).
   
Made in us
Yellin' Yoof




Decatur, IL, USA

 Multimoog wrote:
Honestly, if the warp charge rumor is true, I probably wouldn't even take a Weirdboy and just generate charges for DtW. I have 120 boyz taken in units of 20+, so no worries there (which is why I've been so preoccupied with how the new KFF rules will work).


I'm with you there! I have 4 mobs of 30 (with another 2 on the way). So 1 Warp Charge for every 10 Boyz on the field would be cool. Save me having to buy a Psycher for defense (DtW).

GW junkie: 40K (Ork), BFG (Ork), Necromunda (Goliath), and Blood Bowl (Norse)  
   
Made in gb
Nasty Nob






In the unlikely event that every ork unit does generate a warp charge point at a certain size, it seems more likely that they will do so at 20 orks rather than 10. There's no way orks generate more psychic power than pink horrors.

If GW wanted to do that kind of mechanic, it seems to me that it would be more likely to generate warp charges based on the size of the weirdboy's unit. It used to be the case that you had to get power points from orks standing behind the weirdboy.

   
Made in us
Waaagh! Warbiker





Maryland, US

 Perfect Organism wrote:
In the unlikely event that every ork unit does generate a warp charge point at a certain size, it seems more likely that they will do so at 20 orks rather than 10. There's no way orks generate more psychic power than pink horrors.

If GW wanted to do that kind of mechanic, it seems to me that it would be more likely to generate warp charges based on the size of the weirdboy's unit. It used to be the case that you had to get power points from orks standing behind the weirdboy.


I agree with you. I don't think we would generate much Warp charges without a Weirdboy, at least in the whole army, but more likely in the unit.

My P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/588540.page

DR:70SGMB++I+Pw40k10#--D+A++/hWD390R+T(Pic)DM+

Da Fast and Da Furious! about 5000pts (25% painted)
2000pts (50% painted) 
   
Made in gb
Sneaky Kommando




New Zealand

 ciaflayed1 wrote:


THAT would do it too. I don't see us being able to add Kannonz to a Boyz squad though. BUT, I do like the idea.


I was thinking more along the lines of being able to add one to standard grot unit. would definitely make them worth taking.

The best gun in the galaxy won't save you If your opponent is bashing your brains out with a rock.

Hey why not check out my Ork blog
http://www.dakkadakka.com/dakkaforum/posts/list/575314.page 
   
Made in us
Krazy Grot Kutta Driva




Denver

Solar Shock wrote:
Some interesting points about orks being shooty really really never thought of it that way. I started playing orks in 6th last year, I chose orks not because they were FOTM or because I heard about insta-win combos, but because I wanted to build a junk army of scrappy robots with maniac drivers and random reapons with odd effects. I spent a year modelling and converting and only played a few games in 6th ed.

in terms of ork shooting, I would love to field an army of spray and pray nutters who pepper the enemy till nothing stands. Favourite moment in 6th ed was ramming an AV 14 building with my BW, dropping the armour massively with good rolls and then having the orks inside snap fire there sluggas till i reduced the armour to 0. Was fethin' hilarious id like more of that please!

Hoping for; more odd and interesting rules, like mass weirdboys teleporting blobs of shooty orks all over the place, teleporting burna boys would be sooo much fun small suicide squads popping bang smack in the centre of IG lines. Viability of walker lists/the ability to include walkers.

In total, im not worried about orks being crap in the new dex, im just looking forward to skyfire being somewhere and the ability to make some truely odd and interesting lists with the new FOC styles in 7th ed.


LoL where orks ever FOTM? I have been playing since second edition and too this day I still get smirks when I pull out da green tide.

 
   
Made in be
Waaagh! Warbiker





Lier, Belgium

so much truth in last pages... must review my army!

8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam

Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one

 
   
Made in us
Yellin' Yoof




Decatur, IL, USA

 RobZie wrote:
 ciaflayed1 wrote:


THAT would do it too. I don't see us being able to add Kannonz to a Boyz squad though. BUT, I do like the idea.


I was thinking more along the lines of being able to add one to standard grot unit. would definitely make them worth taking.


I'd be fine with that. I think it would make them more useful, too.

GW junkie: 40K (Ork), BFG (Ork), Necromunda (Goliath), and Blood Bowl (Norse)  
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

osirisx69 wrote:
Solar Shock wrote:
Some interesting points about orks being shooty really really never thought of it that way. I started playing orks in 6th last year, I chose orks not because they were FOTM or because I heard about insta-win combos, but because I wanted to build a junk army of scrappy robots with maniac drivers and random reapons with odd effects. I spent a year modelling and converting and only played a few games in 6th ed.

in terms of ork shooting, I would love to field an army of spray and pray nutters who pepper the enemy till nothing stands. Favourite moment in 6th ed was ramming an AV 14 building with my BW, dropping the armour massively with good rolls and then having the orks inside snap fire there sluggas till i reduced the armour to 0. Was fethin' hilarious id like more of that please!

Hoping for; more odd and interesting rules, like mass weirdboys teleporting blobs of shooty orks all over the place, teleporting burna boys would be sooo much fun small suicide squads popping bang smack in the centre of IG lines. Viability of walker lists/the ability to include walkers.

In total, im not worried about orks being crap in the new dex, im just looking forward to skyfire being somewhere and the ability to make some truely odd and interesting lists with the new FOC styles in 7th ed.


LoL where orks ever FOTM? I have been playing since second edition and too this day I still get smirks when I pull out da green tide.

I don't know about FOTM, but dash of pepper, had some success with them. Used to love reading his posts.



Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
Made in us
Krazed Killa Kan






 RobZie wrote:
 ciaflayed1 wrote:


THAT would do it too. I don't see us being able to add Kannonz to a Boyz squad though. BUT, I do like the idea.


I was thinking more along the lines of being able to add one to standard grot unit. would definitely make them worth taking.


Grots are always worth taking as a cheap backfield objective holder or on a quad guns. It would great if grots had other uses use besides killing tau in CC or clearing minefields (the greatest special rule in 40k).

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Tough-as-Nails Ork Boy





South Carolina

Greyhound wrote:
nflagey wrote:
I've seen a few comments here about the cost (points) of the model, but I'm wondering if anyone actually did some math?

A Deff Dread is 75
+ 15 (for an extra CCW so it gets the same number of A)
[...]
So, looking at it this way, I'm not so sure it's such a bad deal, point wise...


and you are spot on. It is "correctly" priced.
When was the last time you build your ork list around the deffdread?
When was the last time you put a KMB on a deffdread?

The issue is not that it is overpriced, it is mostly that the Morkanaut does not know what it wants to be, and that it keeps stacking poorly effective solutions.

Slowest vehicles: Walker, check!
Worst weapon you can get if you have a low BS: a "Get hot" weapon, check!
Worst transport capacity for an army based on number: 6, check!

I'm going to give you an alternative version of stacking points which would use the same rules and make it effective:
A Deff Dread is 75
+ 15 (for an extra CCW so it gets the same number of A)
+ 25 for 5 big shoota
+ 20 (for 2 grot bomms as per IA8, Large blast TL AP3 rokkits - one use only)
+ 20 (for a supa skorcha as per IA8, an AP3 skorcha)
-------------
165 points

That's a Shooty dread with still a wide array of weapons, plenty of ork mix-bag of different guns, but it would really focus on the weapons with the biggest bang for buck.
in terms of point efficiency against MEQ (where orks are at the weakest) you can't really beat template AP3 and big shootas.




In complete fairness, I often build around the Deff Dread. I find them fun. So for me, the Morkanaut is awesome.

"Nothing good can ever come from staying with normal people." -Harry McDougal (Outlaw Star)
"Hey, I don't make the rules, I just twist them to my purpose." -Celia (Order Of The Stick) 
   
Made in gb
Sneaky Kommando




New Zealand

Vankraken wrote:
 RobZie wrote:
 ciaflayed1 wrote:


THAT would do it too. I don't see us being able to add Kannonz to a Boyz squad though. BUT, I do like the idea.


I was thinking more along the lines of being able to add one to standard grot unit. would definitely make them worth taking.


Grots are always worth taking as a cheap backfield objective holder or on a quad guns. It would great if grots had other uses use besides killing tau in CC or clearing minefields (the greatest special rule in 40k).


Well i know that, i generally take at least one unit of them as a sneaky objective snatcher. What i meat was, if they were to get a single big gun per unit (or one for every 10 in the unit) they would add a whole new dynamic to an otherwise boring single use entry. (in other words: I want more BS3 shooting )

The best gun in the galaxy won't save you If your opponent is bashing your brains out with a rock.

Hey why not check out my Ork blog
http://www.dakkadakka.com/dakkaforum/posts/list/575314.page 
   
Made in gb
Longtime Dakkanaut






I hate you all. Every time there's a new post in this thread I get all excited...
   
Made in gb
Nasty Nob






 Squidbot wrote:
I hate you all. Every time there's a new post in this thread I get all excited...

So far, the only really credible source of ork rumours is you. Who are you expecting to come up with something?

   
Made in gb
Longtime Dakkanaut






Anyone with rules knowledge :(
   
Made in gb
Gangly Grot Rebel






 Squidbot wrote:
I hate you all. Every time there's a new post in this thread I get all excited...


I'll drink for that.

I also made a decision based on the information from last five pages. I am not concerned anymore.

Thanks and cheers.



#Warmongers 
   
Made in us
Battlewagon Driver with Charged Engine





Do we have a firm date for the codex? I thought I remember seeing somewhere June 7th.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in au
Hollerin' Herda with Squighound Pack





Melbourne - Australia

 RobZie wrote:

Well i know that, i generally take at least one unit of them as a sneaky objective snatcher. What i meat was, if they were to get a single big gun per unit (or one for every 10 in the unit) they would add a whole new dynamic to an otherwise boring single use entry. (in other words: I want more BS3 shooting )


Grots should have outflank and infiltrate, or the ability to purchase it. they are the sneakiest in the whole Ork kingdom, and I wouldn't be surprised if they could sneak better than some silly blood axe kommandos
   
Made in gb
Longtime Dakkanaut






 Billagio wrote:
Do we have a firm date for the codex? I thought I remember seeing somewhere June 7th.


7th is for the Gork/Morkanaut (Pre order from the 31st). So I imagine the Codex will be announced on the 31st too? That was the date on the teaser video, I believe?
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

 Squidbot wrote:
I hate you all. Every time there's a new post in this thread I get all excited...


Me too, must be an orky thing.
Haven't stayed this close to my keyboard in ages.



Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
Made in us
Decrepit Dakkanaut






Omadon's Realm

Fluffwise, the Weirdboyz should be immune to perils, immune to daemon possession and total sh*tkickin powerhouses in the psychic phase, no mukkin abawt, just mind-nukes to crack open tanks and smack opponent psykers right up.

The only real threat to a weirdboy (not a full warp'ead) should be being around too many boyz and overloading with power.



 
   
Made in nz
Disguised Speculo





 morganfreeman wrote:


Orks just really need some of their issues smoothed out. Rules wise they favor shooting, but they can't reliably krump armor outside of melee. Fluff wise they're also all about CC.


I'd be perfectly ok with this if it weren't for sixth and onwards being "fix your army weaknesses with allies edition". The time for such things is past and Orks need an anti-tank gun.
   
 
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