Switch Theme:

Ork rumours - First post updated 20th June  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Battlewagon Driver with Charged Engine





 Jidmah wrote:
Yeah, that rumor is pretty much hot air. It basically describes any ork vehicle ever, and I highly doubt buggies getting supa-shootas instead of big shootas. Also, very fishy that the rumor pops up right after we were wild-guessing that grots may pilot them on this very thread.

Also note that there absolutely no reliable rumors concerning biker units, at all. Even if Wazdakka is getting the axe, his rules might jump to the biker warboss, or - even more likely - you get a Kult of Speed formation allowing you to field a metric ton of fast attack choices with some sort of bonus.



Would be cool if it let you outflank a certain amount of your units

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

 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Wid Gitfindas for FlashGits, woudn't it make sense if dey became a wargear choice for da Meks and da Warboss ?

   
Made in us
Regular Dakkanaut




SPeaking of which, I hope they fix Snikrot

   
Made in au
Hollerin' Herda with Squighound Pack





Melbourne - Australia

Leerjawise wrote:
SPeaking of which, I hope they fix Snikrot


Snikrot gets a new rule: "Cunningly sneaking - as long as Snikrot's unit hasn't shot or swong a choppa, dey are well hidden and dead sneaky" Cover save 2+
   
Made in us
Regular Dakkanaut




 Greyhound wrote:
Leerjawise wrote:
SPeaking of which, I hope they fix Snikrot


Snikrot gets a new rule: "Cunningly sneaking - as long as Snikrot's unit hasn't shot or swong a choppa, dey are well hidden and dead sneaky" Cover save 2+


If he keeps his old rule too, that would actually be fun as heck . Though I assume you are joking
   
Made in gb
Nasty Nob






 adamsouza wrote:
Wid Gitfindas for FlashGits, woudn't it make sense if dey became a wargear choice for da Meks and da Warboss ?
It would make sense, but when would you take them apart from on a BM with a SAG? Unless they give us some new ranged weapon options.

   
Made in au
Regular Dakkanaut




Whats usually different in the limited editions of codecies compared to normal editions?
   
Made in ca
Regular Dakkanaut




Dragonzord wrote:
Whats usually different in the limited editions of codecies compared to normal editions?


Usually, from what I've noticed, just the binding.
   
Made in us
Purposeful Hammerhead Pilot




Vior'la Sept

Personally, I'm unsure if I am excited for the new Orks. I play Orks and Tau, Tau being my main as of late, but I don't know if I should get Orks up and running again. I know that they stomped everyone in the early editions of the game, but with their bottom dwelling place on the "tier list", I'm not sure if its worth it. Recently, even if they are good, I just feel like they'll get mowed down by a lot of other things. I know that this is not an optimistic post, but can someone sum up the pros for me because I would love to get my green skins back onto the tabletop. Thanks
   
Made in au
Regular Dakkanaut




Rubs wrote:
Dragonzord wrote:
Whats usually different in the limited editions of codecies compared to normal editions?


Usually, from what I've noticed, just the binding.


hmm... that's what i was worried about hearing... I thought there'd be more different than just the cover.
   
Made in us
Regular Dakkanaut




 Commander_Farsight wrote:
Personally, I'm unsure if I am excited for the new Orks. I play Orks and Tau, Tau being my main as of late, but I don't know if I should get Orks up and running again. I know that they stomped everyone in the early editions of the game, but with their bottom dwelling place on the "tier list", I'm not sure if its worth it. Recently, even if they are good, I just feel like they'll get mowed down by a lot of other things. I know that this is not an optimistic post, but can someone sum up the pros for me because I would love to get my green skins back onto the tabletop. Thanks


PRO #1: WAAAAGH!
PRO #2: Dakka
PRO #3: Dakka
PRO #4: Dakka
   
Made in au
Hollerin' Herda with Squighound Pack





Melbourne - Australia

You missed a Dakka.

The best pro for me is probably the look and feel of the army, and the beauty of the models.
   
Made in gb
Nasty Nob






Dragonzord wrote:
Rubs wrote:
Dragonzord wrote:
Whats usually different in the limited editions of codecies compared to normal editions?


Usually, from what I've noticed, just the binding.


hmm... that's what i was worried about hearing... I thought there'd be more different than just the cover.

I think some of them come with art prints too. Big whoop.

   
Made in au
Regular Dakkanaut




 Perfect Organism wrote:
Dragonzord wrote:
Rubs wrote:
Dragonzord wrote:
Whats usually different in the limited editions of codecies compared to normal editions?


Usually, from what I've noticed, just the binding.


hmm... that's what i was worried about hearing... I thought there'd be more different than just the cover.

I think some of them come with art prints too. Big whoop.


yeah, i was considering it... but its $160AUD compared to $83AUD for the normal one.. Not really worth it :(
   
Made in au
Regular Dakkanaut





Flash gits seem good for the price.

The high volume of fire combined with the potential high AP and BS3 means that they will be effective against all infantry, not jsut MEQ

Ammo runts also seem like a good option, and you would use those on a high AP roll to maximise your results.
   
Made in au
Hollerin' Herda with Squighound Pack





Melbourne - Australia

They changed the Grot Riggers, maybe they'll change the ammo runts too?

Something as simple as the following would totally make this an OP unit:

Completely WAG:
Ammo Runt1: "The runt keeps feeding the ork with so much ammos, that there is no point letting go of the trigger, the model gets twin-Linked and get hot"
(TL mitigates the get hot, and the increase of firepower is huge)

Ammo Runt2: "The runt provides extra ammos to the ork, saving him the time required to reload" + 1 shot

Anything like that and we're in riptide mode, no?
   
Made in us
Regular Dakkanaut






Another plus to flash gits is that being able to take a large unit means it's harder to take out the whole unit, especially if they get to good cover or under a KFF. Getting a battlewagon doesn't hurt either. A buggy is just too easy to get rid of, even if that is reflected in the points.
   
Made in au
Hollerin' Herda with Squighound Pack





Melbourne - Australia

 44Ronin wrote:
The high volume of fire combined with the potential high AP and BS3 means that they will be effective against all infantry, not jsut MEQ.


Don't expect to have BS3 very often, if your enemy ends his turn within 24" of your gitz, it will usually to shot them down. 24" and 6+ save is not an easy combo when you have to remain still for a turn.

 Multimoog wrote:
Another plus to flash gits is that being able to take a large unit means it's harder to take out the whole unit, especially if they get to good cover or under a KFF. Getting a battlewagon doesn't hurt either. A buggy is just too easy to get rid of, even if that is reflected in the points.

True, but with unbound you can also take 6 units of 1 buggies, which will be harder to take down than 1 unit of 10 gits, or 2 units of 5

This message was edited 1 time. Last update was at 2014/06/04 01:42:17


 
   
Made in gb
Nasty Nob






 44Ronin wrote:
Flash gits seem good for the price.

The high volume of fire combined with the potential high AP and BS3 means that they will be effective against all infantry, not jsut MEQ

Ammo runts also seem like a good option, and you would use those on a high AP roll to maximise your results.

Against light infantry, shoota boys soon start looking like a better deal.

Good point on the runts though, assuming they keep the same rules.

   
Made in ca
Regular Dakkanaut




Leerjawise wrote:
 Commander_Farsight wrote:
Personally, I'm unsure if I am excited for the new Orks. I play Orks and Tau, Tau being my main as of late, but I don't know if I should get Orks up and running again. I know that they stomped everyone in the early editions of the game, but with their bottom dwelling place on the "tier list", I'm not sure if its worth it. Recently, even if they are good, I just feel like they'll get mowed down by a lot of other things. I know that this is not an optimistic post, but can someone sum up the pros for me because I would love to get my green skins back onto the tabletop. Thanks


PRO #1: WAAAAGH!
PRO #2: Dakka
PRO #3: Dakka
PRO #4: Dakka


I love you sir...I wish I could exalt this twice
   
Made in us
Regular Dakkanaut






 Greyhound wrote:

True, but with unbound you can also take 6 units of 1 buggies, which will be harder to take down than 1 unit of 10 gits, or 2 units of 5


But what about 1 unit of 15, which is how you should be fielding any Ork elite slot.
   
Made in gb
Nasty Nob






 Multimoog wrote:
 Greyhound wrote:

True, but with unbound you can also take 6 units of 1 buggies, which will be harder to take down than 1 unit of 10 gits, or 2 units of 5


But what about 1 unit of 15, which is how you should be fielding any Ork elite slot.

Isn't the maximum unit size ten gitz?

   
Made in us
Nasty Nob




Cary, NC

 Perfect Organism wrote:
 Multimoog wrote:
 Greyhound wrote:

True, but with unbound you can also take 6 units of 1 buggies, which will be harder to take down than 1 unit of 10 gits, or 2 units of 5


But what about 1 unit of 15, which is how you should be fielding any Ork elite slot.

Isn't the maximum unit size ten gitz?


One...Two...Three...Many...Lots...'Ordes.

It's not an Unbound Army. Orks just can't count. Still cracks me up that, by the rules, you can take an army of all SAG Meks, but 11 Flash Gitz would be totally illegal.

 
   
Made in us
Regular Dakkanaut




Da Butcha wrote:
 Perfect Organism wrote:
 Multimoog wrote:
 Greyhound wrote:

True, but with unbound you can also take 6 units of 1 buggies, which will be harder to take down than 1 unit of 10 gits, or 2 units of 5


But what about 1 unit of 15, which is how you should be fielding any Ork elite slot.

Isn't the maximum unit size ten gitz?


One...Two...Three...Many...Lots...'Ordes.

It's not an Unbound Army. Orks just can't count. Still cracks me up that, by the rules, you can take an army of all SAG Meks, but 11 Flash Gitz would be totally illegal.


Holy Mork, that sounds amazingly fun
   
Made in us
Regular Dakkanaut






 Perfect Organism wrote:

Isn't the maximum unit size ten gitz?


Base unit size is 5 for 110pts, you can take up to 10 more for 22pts each, according to the leaked WD pages.

EDIT: Wait, no, it's 10 total, like a Nob mob. Weird.

This message was edited 1 time. Last update was at 2014/06/04 02:23:06


 
   
Made in au
Hollerin' Herda with Squighound Pack





Melbourne - Australia

11 wouldn't be illegal,

you'd have 5 and 6

all SAG meks sounds indeed like a lot of fun. You would lose but it would be quick, and hilarious.
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

From the current White Dwarf, on Ork Counting

One
Two
Three
Four
Five
Lots..
Hundreds

I laughed, probably a lot longer than I should have, but it's little things like this that makes Orks awesome.

   
Made in gb
Devastating Dark Reaper




 Commander_Farsight wrote:
Personally, I'm unsure if I am excited for the new Orks. I play Orks and Tau, Tau being my main as of late, but I don't know if I should get Orks up and running again. I know that they stomped everyone in the early editions of the game, but with their bottom dwelling place on the "tier list", I'm not sure if its worth it. Recently, even if they are good, I just feel like they'll get mowed down by a lot of other things. I know that this is not an optimistic post, but can someone sum up the pros for me because I would love to get my green skins back onto the tabletop. Thanks


That's the attitude of a tau player, not an ork
   
Made in us
Flashy Flashgitz





So Cal. Lancaster

Mr.T wrote:
i think "'ere We Go" is a new rule for charging for orks- what do you think? re roll on single dice when determinate charge range


Oi' i do miss the Old school Whaaaaaagh, Dbl's 'I' and the old Mob up, was sweet. but i think i did hear some whispers of Mob up will be back, That would be so Rockin!

Waaaaaaaaaaaagh! Pass me my Grog!. 
   
Made in nz
Disguised Speculo





Just watched that BoW video...

God, you mean the Stompa has 12 HP? And (insert the guns it had before before)?

And that formation... it allows you to reroll the warlord trait your already gonna be able to reroll...

Seems legit
   
 
Forum Index » News & Rumors
Go to: