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Made in us
Waaagh! Warbiker





Maryland, US

Also, kind of disappointed by the "1-click collection" that GW is currently offering, as the cost is the same as if you buy all those models separately
I'm not sure to understand why they do this so often and only rarely offer rebate on "battleforce/megaforce" type of collections

I mean, someone who's going to buy a Stompa, 2 'Orkanauts, a Deff Dread and some Killa Kans should get some appreciation

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 us
Regular Dakkanaut






If the end result really is 6" per model I think I'm out of the hobby. Hopefully I can find buyers for 3000pts of boyz and scratchbuilt HQ
   
Made in ca
Tough-as-Nails Ork Boy





 morganfreeman wrote:

Keep in mind that we haven't seen the codex yet. If all Orks have FNP 5+ or 6+, that'll be a pretty big boost.


I had totally forgot to check for the rumored 6+FNP. It appears the Flashgits don't have it, or it could only be included within Mob Rule as an extra.
   
Made in us
Regular Dakkanaut






 Dr. Delorean wrote:


From my limited experiments, if you want to grant the invuln to a unit of boyz, you put the Mek in the middle of them.


No offense, but your experience is indeed limited - you need the mek to be in the rear or side of a unit and have another unit be in range of his - several, preferably - so they all get the save. As I noted, this would be the only way to keep boy mobs viable in a meta with templates and ignores cover. GW basically took away any chance ork players have at winning games for another edition. It'll mean bargaining with your opponent to let you play per unit rather than per model
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

I wouldn't count it off so quickly, although I'm also annoyed of changing it to per model. There may very well be something else that compensates. If nothing else, it interacts with vehicles in the same way as it did in 6th.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in au
Regular Dakkanaut




 Multimoog wrote:
 Dr. Delorean wrote:


From my limited experiments, if you want to grant the invuln to a unit of boyz, you put the Mek in the middle of them.


No offense, but your experience is indeed limited - you need the mek to be in the rear or side of a unit and have another unit be in range of his - several, preferably - so they all get the save. As I noted, this would be the only way to keep boy mobs viable in a meta with templates and ignores cover. GW basically took away any chance ork players have at winning games for another edition. It'll mean bargaining with your opponent to let you play per unit rather than per model


I disagree with this entirely. You dont need a cover save if you have so many boys that they cant possibly kill them all...
   
Made in us
Regular Dakkanaut






Dragonzord wrote:
 Multimoog wrote:
 Dr. Delorean wrote:


From my limited experiments, if you want to grant the invuln to a unit of boyz, you put the Mek in the middle of them.


No offense, but your experience is indeed limited - you need the mek to be in the rear or side of a unit and have another unit be in range of his - several, preferably - so they all get the save. As I noted, this would be the only way to keep boy mobs viable in a meta with templates and ignores cover. GW basically took away any chance ork players have at winning games for another edition. It'll mean bargaining with your opponent to let you play per unit rather than per model


I disagree with this entirely. You dont need a cover save if you have so many boys that they cant possibly kill them all...


Have you taken orks against tau, or even 6th ed marines? Trust me when I say that without a way to get good saves you can run a list with 150 boyz and still be tabked turn 3
   
Made in ca
Tough-as-Nails Ork Boy





Dragonzord wrote:
 Multimoog wrote:
 Dr. Delorean wrote:


From my limited experiments, if you want to grant the invuln to a unit of boyz, you put the Mek in the middle of them.


No offense, but your experience is indeed limited - you need the mek to be in the rear or side of a unit and have another unit be in range of his - several, preferably - so they all get the save. As I noted, this would be the only way to keep boy mobs viable in a meta with templates and ignores cover. GW basically took away any chance ork players have at winning games for another edition. It'll mean bargaining with your opponent to let you play per unit rather than per model


I disagree with this entirely. You dont need a cover save if you have so many boys that they cant possibly kill them all...


Except there has been an enormous increase in firepower since orks were released in 4th edition. For example just 4 wave serpents can kill the better portion of a green tide in ~4 turns. Combine that with models being taken from the front and footslogging boy squads make little to no forward movement.

Killing 150-180 boyz is trivial for some of the 6th edition armies.
   
Made in au
Irked Necron Immortal





 Multimoog wrote:
 Dr. Delorean wrote:


From my limited experiments, if you want to grant the invuln to a unit of boyz, you put the Mek in the middle of them.


No offense, but your experience is indeed limited - you need the mek to be in the rear or side of a unit and have another unit be in range of his - several, preferably - so they all get the save. As I noted, this would be the only way to keep boy mobs viable in a meta with templates and ignores cover. GW basically took away any chance ork players have at winning games for another edition. It'll mean bargaining with your opponent to let you play per unit rather than per model


I heartily disagree. Putting the mek in the rear or side will mean that in all likelihood some of the models within his own unit will not be covered by the force field. I'd rather cover one whole unit than half of one and 1/3 of another, especially if he's at the rear.

Basically, we need to accept that the KFF works differently now, and that what worked in the past will not work in the future.

I think you may have misunderstood what I was trying to say though, I was replying to another poster regarding how many boyz you can get under the new KFF rules, with decent spacing. I was suggesting that if you want to cover all the boyz in the unit and not make the Mek vulnerable, you should put him in the middle.
   
Made in us
Regular Dakkanaut






The fact is that for a KFF to be useful it cant just be protecting ONE unit, it has to be shielding 2-3 at a time.
   
Made in ca
Tough-as-Nails Ork Boy





We might be facing the same situation as tyranids. When the cost of not being in synapse was made prohibitive, the relative value of synapse creatures increased, so units like the tryanid prime nearly doubled in point cost despite having no changes to their stats or rules.

The crazy expensive morkanaut with a KFF might be the only way to get the KFF to work for a foot list.
   
Made in au
Irked Necron Immortal





 Multimoog wrote:
The fact is that for a KFF to be useful it cant just be protecting ONE unit, it has to be shielding 2-3 at a time.


Which will probably be impossible under the new KFF rules, I'm afraid. Best you could probably hope for is covering half of one unit and half of another, and I don't see that as being particularly useful.

But I disagree that a KFF needs to cover two or three units of boyz at a time to be useful. We pay 5pts/model for a 5+ invuln at the moment, and we have to take an expensive, vulnerable character to do so. 50pts gets us the same thing effectively*, and for half the cost (if covering 25 boyz, which is pretty easy).

I think the fact it's an invulnerable save changes everything. Before, so many things negated it that it was almost always a waste of time. Now, it's utility towards vehicles is basically the same, and having a 1/3 chance of negating any and all hits on those is more than worth it.

I definitely think it's going to be a more worthwhile option for armies which utilize vehicles, and far less useful to the "green tide" armies, which is a shame. But I don't think it's gotten worse, strictly speaking, more of a lateral shift.

*I reject the argument that you need include the cost of the model carrying it when calculating points effectiveness, as it is highly likely that you'd be taking the model as your compulsory HQ anyway.
   
Made in ca
Tough-as-Nails Ork Boy





Putting the Mek in the middle will also let barrage weapons easily snipe him out first and then put wounds on the now KFF-less boys.
   
Made in us
Regular Dakkanaut






Well, like I said before, I'll probably just talk my game group into playing it as per unit anyway, we dont play competitively or do tourneys


Automatically Appended Next Post:
It's a terrible rule change and i won't play with it, simple as that. "Forge the narrative" and all that, doncha know

This message was edited 2 times. Last update was at 2014/05/31 07:13:12


 
   
Made in ca
Tough-as-Nails Ork Boy





 Dr. Delorean wrote:

But I disagree that a KFF needs to cover two or three units of boyz at a time to be useful. We pay 5pts/model for a 5+ invuln at the moment, and we have to take an expensive, vulnerable character to do so.


Taking grosnik to put cybork on regular boyz (or grots) is so outrageously cost inefficient that anything based on such a comparison would also be outrageously cost inefficient.

The only real benefit (when taken on a big mek) the KFF will get is for battlewagon rushes not being vulnerable to ignores cover AT fire, and that's only if the new KFF works when in a transport. (the DA's equivalent 4++ save per model within 6" wargear doesn't).


Automatically Appended Next Post:
But anyway this is still all hypothetical as we don't have the rules.

What about how the Flashgits don't appear to have anything that would give them a 6+FNP? It seems that rumor might be dead.

This message was edited 1 time. Last update was at 2014/05/31 07:20:09


 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

 Toburk wrote:
What about how the Flashgits don't appear to have anything that would give them a 6+FNP? It seems that rumor might be dead.

Gork and Mork, I hope so. I always through the 6+ FNP rumor was dumb

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Krazed Killa Kan






 Dr. Delorean wrote:
 Multimoog wrote:
The fact is that for a KFF to be useful it cant just be protecting ONE unit, it has to be shielding 2-3 at a time.


Which will probably be impossible under the new KFF rules, I'm afraid. Best you could probably hope for is covering half of one unit and half of another, and I don't see that as being particularly useful.

But I disagree that a KFF needs to cover two or three units of boyz at a time to be useful. We pay 5pts/model for a 5+ invuln at the moment, and we have to take an expensive, vulnerable character to do so. 50pts gets us the same thing effectively*, and for half the cost (if covering 25 boyz, which is pretty easy).

I think the fact it's an invulnerable save changes everything. Before, so many things negated it that it was almost always a waste of time. Now, it's utility towards vehicles is basically the same, and having a 1/3 chance of negating any and all hits on those is more than worth it.

I definitely think it's going to be a more worthwhile option for armies which utilize vehicles, and far less useful to the "green tide" armies, which is a shame. But I don't think it's gotten worse, strictly speaking, more of a lateral shift.

*I reject the argument that you need include the cost of the model carrying it when calculating points effectiveness, as it is highly likely that you'd be taking the model as your compulsory HQ anyway.


It would be interesting to see what other sources that can equip a KFF (regular meks, battlewagons, dreads?) or provide a sources of FNP (new boss pole, doks?). I expect foot slogging gets dumped on to sell more vehicle models but maybe one game designer has enough concern for da boyz to give the green tide some propa protection from getting pie plated all day.

"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 gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

I heard over on Reddit that there are new pics of the new Flash Gitz.. Can someone post them up as I don't have acess to Reddit at this time..

This message was edited 1 time. Last update was at 2014/05/31 07:28:55


Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in se
Waaagh! Warbiker





Sweden

 happygolucky wrote:
I heard over on Reddit that there are new pics of the new Flash Gitz.. Can someone post them up as I don't have acess to Reddit at this time..


Page 63 in this thread...

 
   
Made in nz
Longtime Dakkanaut





New Zealand

 happygolucky wrote:
I heard over on Reddit that there are new pics of the new Flash Gitz.. Can someone post them up as I don't have acess to Reddit at this time..


look further up in this thread.
   
Made in ca
Tough-as-Nails Ork Boy





The shooting potential of the Flashgits is hilarious.

Where previously they would go from underwhelming to sort-of-ok-but-not-really if they got a good roll on their AP, now it won't be uncommon to see 10 of them wiping whole squads off the table, one-shotting 6 wound MCs etc.


You might kill one terminator, or you might KILL ALL THE TERMINATORS.

This message was edited 1 time. Last update was at 2014/05/31 07:45:36


 
   
Made in us
Mekboy Hammerin' Somethin'





Sedona, Arizona

 Toburk wrote:

What about how the Flashgits don't appear to have anything that would give them a 6+FNP? It seems that rumor might be dead.


It might, or it might not. New Flashgitz don't have any Waaaaagh rule either, but my jaw would literally hit the floor if we didn't have a waaagh racial rule in our codex.

Right now I'm chalking it up to White Dwarf teasers being just that; teasers. It would be pretty simple for them to not be displaying all the options / special rules for units.

I'm not even saying that I'm confident / holding out hope for the FNP rumor to be true. All I'm saying is wait and see; it's a little too early to be going chicken-little all over the place.

And even if the worst case scenario comes about?.. Well, we're Orks; we're probably not into 40k for the same reason most of the annoying gits who play Tau and Eldar are. We'll certainly have -some- workable combinations, and at the end of the day there's always the fluffy alternative. Personally I'm really not worried come whatever may; as I highly doubt the army I'm planning on running will be the cream of the metaphoric crop. It'll be fun as hell and look beautiful though.. That'll be enough for me.. So long as a ton of tau and elder players don't join my meta and start ruthlessly sodomizing me boyz. That might make it worse.

This message was edited 1 time. Last update was at 2014/05/31 07:43:38


   
Made in si
Foxy Wildborne








Yeah, okay. Put me down for two boxes.

 Orock wrote:

you forget, GW intentionally makes new stuff the best in the books, and nerfs old stuff that hardly sells anymore because everyone and their grandma owns it. I would expect loota nerfing, and maybe a boost to meganobz, koptas, the jets maybe and these guys.


You have no clue what you're talking about. Riptide aside, the newest kits are almost universally the worst units in the codex.

This message was edited 1 time. Last update was at 2014/05/31 07:51:20


The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Regular Dakkanaut




So much doom with changes to one thing that may or not be different in the final book. Selling a whole army because kff has changed?! Perspective needed? Let's at least see the final book and play a bit first. Besides, those flash gitz are jaw droppingly lovely!!!
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





The Rock

That Mob rule looks like it could be this Waaagh! thing everyone's been on about?

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How to take decent photos of your models
There's a beast in every man, and it stirs when you put a sword in his hand
Most importantly, Win or Lose, always try to have fun.
Armies Legion: Dark Angels 
   
Made in au
Regular Dakkanaut




 Multimoog wrote:
Well, like I said before, I'll probably just talk my game group into playing it as per unit anyway, we dont play competitively or do tourneys


Automatically Appended Next Post:
It's a terrible rule change and i won't play with it, simple as that. "Forge the narrative" and all that, doncha know


I feel sorry for the people you play with. You think you can dictate how the rules go just so it is optimal for you...
   
Made in gb
Ork Boy Hangin' off a Trukk





Bristol

2 of the 3 big mek models are no longer available.

Big Mek plastic kit maybe?

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! 
   
Made in us
Daemonic Dreadnought






So to sum it up for flashgits.

22 points a model. Nob profile unchanged. Boss pole, stikbombs, and eavy armor is stock. Gitfinder=BS3 when standing still. Snazz guns are S5 APD6 assault 3.

Models look great. Stats are very competitively priced. Flash gits are going to be a great tactical unit.

Their shooting is also going to be really strong against MEQ. Standing still 10 is 30 shots which will average 15 hits and 10 wounds with a 50% chance that they ignore 3+ armor saves.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in nz
Disguised Speculo





I'm actually a fair bit concerned about no "WAAAGH" rule under Orks. If you think of the other racials, ie Eldar and Daemons, they're represented with a special rule under each model entry.

We could get this stuff under 'ere we go (alongside its stated effect) or mob rule... but I don't think that will be the case.

If theres no WAAAGH I will be genuinely disappointed.

hurtmypony wrote:
Just some armchair speculation from an orky neophyte, but ork leadership is chosen solely by a policy of "dah biggest and dah strongest". It is common for the ork leader to be unceremoniously replaced by some young upstart gunning for the crown, right? When one falls for whatever reason, the next meanest, nastiest git takes ova 'is station.

Looking at the Kaptain stats, they are the same as the rest. All models have boss poles, as well. Maybe ork unit leadership never loses its leader? When one dies to, say, a challenge, another immediately claims the top spot? Would there be any gaming advantage to this? I only paint, so I wouldn't be able to speculate any more than this baseless meandering.



That would be an amazing and fluffy ability. Definitely a way to turn the tables on Orks and Challenges.

   
Made in ca
Tough-as-Nails Ork Boy





Also that "'ere we go" totally doesn't sound like a battle cry they'd be using or saying to one another as they're charging.

I wonder if they are just going to stick weirdboys with the demonology powers and not make codex specific ones. 'ere we go is the name of the ork old version of gate of infinity, which is now with the sanctic powers.

This message was edited 1 time. Last update was at 2014/05/31 09:04:27


 
   
 
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