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2014/06/21 00:34:13
Subject: Re:Ork rumours - First post updated 20th June
Stashgordon36 wrote: Maybe GW leaked this fake codex to be extremely brutal and cunning before the good one hits next weekend...
That would assume they gave a living feth about Orks.
They don't.
If it's not Eldar, Tau or Imperial it is there as target practice for those factions.
I'm sure i can come up with a reasonably effective Ork armylist under the new rules, but from what i've seen it'll be more like playing a more random, green IG army..
The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
2014/06/21 00:34:58
Subject: Ork rumours - First post updated 20th June
BooBoo wrote: Are the stats for the HQ Mek (not Big Mek) the same as a normal boy?
Can Pain Boys get 'Eavy Amor?
Is the Strenght of the Zzap gun still random?
Are Kannons and Lobbas unchanged?
Sorry if this has been answered already but what is the effect of the Boss Pole?
OK one last set:
Boy statline
Nope, but gets a 4+ on a bike
2D6, gets hot on a 1-3 if you roll 11 or 12
No change to rules
Reroll on the mob chart.
But seriously, sleep
This message was edited 1 time. Last update was at 2014/06/21 00:35:05
Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex
I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios Email: Basilisk.Studios@yahoo.co.uk
2014/06/21 00:36:06
Subject: Ork rumours - First post updated 20th June
streamdragon wrote: Yeah guys, totally chill! I mean it's not like people have listed known issues or anything!
It definitely seems our characters will be in some trouble when challenged due to the lack of invulns. Thankfully warbosses are pretty tough so they should be able to survive what other characters can dish out and then just instant kill them with a PK. Nobs I would hesitate to accept challenges with - you'll need the bosspole to keep the unit in check, so why risk losing it fighting just one 'umie? Shooting shouldn't be as big of a problem, just use LO,S! a lot.
I don't think anybody was saying this new book was flawless, but it's what we have now and crying about it certainly won't help anyone. Just give it some time, we haven't even seen everything yet. Good lists will emerge. Until then, let's try to stay positive and figure out ways around the weaknesses we have.
Krush, stomp, kill!
2014/06/21 00:36:07
Subject: Ork rumours - First post updated 20th June
MWHistorian wrote: I've been trying to follow this thread but as I'm not an ork player it gets kind of confusing. Can someone break it down for me. What's the good, what's the bad and what's the blah? Power level? Fluffy? Anything else?
I'd say respectable mid tier. Its no tau but it doesnt seem tyranid to me.
I like it, I think alot of the unit choices are fun, you can work a theme with the wargear options.
its not the boost people were hoping for but I find it to be a solid codex.
This is how I'm feeling about the codex, it's pretty much the same thing as the 4th ed. one. I've got the feeling you could mix the rules of this new 'dex and the old one and get something fairly balanced, which I might do once I get my hands on the new book. Most of the changes don't work great with 7th ed. but probably would have been fine in 6th.
Thanks Melcavuk for answering all these questions, good thing you got your hands on that codex! Have a good one.
This message was edited 1 time. Last update was at 2014/06/21 00:37:09
2014/06/21 00:36:26
Subject: Re:Ork rumours - First post updated 20th June
Ugh. Of all the changes I am least excited about (and there's NOTHING that excites me about these changes), losing the ability to take 'eavy armor on my nobs in squads is the one that really burns me up.
1) Who the feth cares, GW? The nob has a 4+ save? Big Whoop!
2)It's not like people bought, assembled, and modeled nobs to have eavy armor or anything. I mean, ork players don't care what their models look like.
3). We ADDED the ability to take combi-shootas, so why WOULDN'T we drop another option? I mean, you can't just ADD an option. You have to lose one.
I'm also really, really, really, really annoyed about the loss of options to make bikes, dreads, and nobs into troops based on your HQ choices. First, it just screws over everybody who had done so in the last codex. Second, it really seems like GW is flipping us off and saying, "Didn't think you liked Unbound, did you? Well, your precious army isn't legal without it, now, stupid!".
Again, dropping an option is just fething stupid. If you want to sell more models, add more options. I swear, it's like the model-makers at GW are frantically trying to bail out the sinking ship while the rules writers keep drilling holes in the hull. For the most part, all they had to do was NOT FETH UP the codex. Drop some points values, fix a few units with stupid rules limitations, and give it a new coat of paint. NOPE. Let's monkey about in there some more. It's like a painboy rooting around in a brain pan.
2014/06/21 00:37:16
Subject: Ork rumours - First post updated 20th June
MWHistorian wrote: I've been trying to follow this thread but as I'm not an ork player it gets kind of confusing. Can someone break it down for me. What's the good, what's the bad and what's the blah?
Power level?
Fluffy?
Anything else?
I'd say respectable mid tier. Its no tau but it doesnt seem tyranid to me.
I like it, I think alot of the unit choices are fun, you can work a theme with the wargear options.
its not the boost people were hoping for but I find it to be a solid codex.
Compare it to the 4th ed codex
Fearless mobs of orks (shootas cheaper)
5++ save for higher end units and HQs cheap reliable transports with a great way to protect the unit inside (Ramshackle exploded with str 3 inside and had a 1/3 chance of not exploding at all!)
the only thing that codex lacked were a couple of supporting units
well now we got a couple of supporting units, all crammed in the HS slot, but the best units of the ork codex got DESTROYED
and in comparison to the Nids codex, people actually found good ways to play that one, so yeah, this is wors then the Nids
This message was edited 1 time. Last update was at 2014/06/21 00:39:38
2014/06/21 00:38:59
Subject: Ork rumours - First post updated 20th June
Delevarius wrote: so they baited us with some cool Heavy Supports, the 'Ere we go rule, 5++ KFF, built up our dreams
And now they crush them with the death of the Mob Rule, more expensive Shoota Boyz, cutting many of the cool things from the previous codex, adding mostly random or useless stuff that wont work, all that and more...
They really forged a big narrative all over our faces
Mob rule works much like the old fearless did in 4th edition. Fearless has just changed a lot since then, so it seems different. Mob rule now means that if you fail the leadership test, you are still rather likely to lose a couple models but not fall back at all. But not being fearless means you can go to ground, or escape things you can't hurt in CC.
Shoota boyz have long been regarded as an extremely cost efficient troop choice, and often a no-brainer upgrade vs slugga/choppa boyz. Now they cost one point more. And finally nobz in boyz units can take kombi weapons.
Yes, I will miss Wazdakka, and Zagstruk's charge from deepstrike, and some of the FOC changes.
Waaagh going back to old school fleet (run then charge) is big. The relics are cheap and fun. Ork psykers are far better than they used to be. Lots of the more specialist units are cheaper- storm boyz, biker boyz, lootas, normal nobz, buggies, deff koptas. Lot of upgrades seem to be cheaper as well- killkannons are half price, weapon upgrades on buggies and deffkoptas seem to all be free to swap around. Wider access to AP2 shooting.
2014/06/21 00:40:35
Subject: Re:Ork rumours - First post updated 20th June
What is the wording for allocating wounds from the new mob rule? I think you said random?
That is going to take forever to properly apply RAW.
1-Need to take a morale or pinning test.
2-Roll for leadership
3-Fail
4-Roll on Mob Rule table
5-Bosspole (does using the bosspole still cause a wound?)
6-Re-roll Mob Rule table
7-Roll D6 to see how many S4 hits are taken
8-Roll to see how many hits are converted to wounds
9-Separate the mob into groups of 6 and assign them a number 1-6
10-Roll to see which group has the wound assigned to it. Re-roll if the result has not been assigned to a group
11-Assign each of the models in the group a number 1-6
12-Roll to see which model takes the wound. Return to Step 10 if result has not been assigned to a model
13-Roll for the models armour save
14-Roll FNP if applicable
15-Remove model if it is taken as a casualty
16-Repeat Steps 9-15 until all wounds have been assigned
2014/06/21 00:41:54
Subject: Re:Ork rumours - First post updated 20th June
Da Butcha wrote: I'm also really, really, really, really annoyed about the loss of options to make bikes, dreads, and nobs into troops based on your HQ choices. First, it just screws over everybody who had done so in the last codex. Second, it really seems like GW is flipping us off and saying, "Didn't think you liked Unbound, did you? Well, your precious army isn't legal without it, now, stupid!".
You can just run multiple FOCs now and get the same result. You'll lose objective secured on your nob bikerz, warbikerz and deff dreads, but it can still work. Fill your mandatory troops with gretchin and you're done - but if you're gonna do that, use the rulebook FOC, you'll only need 2 mobs of grotz per detachment that way.
As for the bosspole rule question, I wouldn't be surprised if GW just made it so the wounds are allocated to the boyz closest to the nob with the bosspole. If a unit includes multiple bosspoles, the ork player gets to decide which one is used for the roll. Casualties are removed closest to the nob, but the unit has to remain in coherency. Fixed?
Thanks for your time, Melcavuk! I really appreciate you answering all these questions.
This message was edited 2 times. Last update was at 2014/06/21 00:46:14
Krush, stomp, kill!
2014/06/21 00:42:18
Subject: Ork rumours - First post updated 20th June
The thing Ill miss the most is the Bosspole reroll to leadership
I ran a Trukk army, and for LD from shooting I had the bosspole save me more time that I can count
now a trukk squad when failing a morale check will only be ok on a roll of a 2-3, and that will most likely kill the nob
2014/06/21 00:46:23
Subject: Ork rumours - First post updated 20th June
bunch of stuff already covered so we can keep the repeat questions down.
HQs listed as
Zagstruk Grotsnik Mek is a slotless HQ, 1 per actual HQ bought
Big Mek does not change FoC Painboy Warboss does not change FoC Weirdboy. Badrukk is a HQ (3+, 5++, str 7 AP2 assault 3 gun) , Badrukk has the rules listed for Da Rippa, but it is not listed in his wargear
Snikrot is not HQ, Snikkrot an elite (doesnt take a slot if taken with Kommandos) (shrouded on arrival, you pick an edge to outflank dont roll)
No Wazdakka
No Zogwort.
Ghaz is a LOW now, can take runts/squigs, stats look unchaged
D6 Warlord Trait 1 Prophet of the Waaagh!: Mork (or possibly Gork) has chosen this Warlord for greatness, and every Ork under his command knows it.
The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.
2 Bellowing Tyrant: This Warlord is an unholy terror, a roaring lunatic whose every (very loud) word is law.
The Warlord, and all friendly units with the Orks Faction within 12" of him, re-roll failed Morale checks and Pinning tests.
3 Like a Thunderbolt!: This Warlord is a master of the all-out, no-holds-barred, headlong charge into battle.
The Warlord, and all friendly units with the Orks Faction within 12" of him, can re-roll all the dice when determining Run moves or charge range.
4 Brutal but Kunnin’: This Warlord has a sneaky streak a mile wide and knows just where to hit his foes.
The Warlord can re-roll one failed To Hit or To Wound roll each turn.
5 Kunnin’ but Brutal: The Warlord knows when to roll with a punch, and can shrug off the hardest blows.
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
6 Might is Right: Made of muscle and aggression, this Warlord is the embodiment of the Orks’ warlike nature.
The Warlord receives +1 to the Strength characteristic on his profile.
Buggys don't get new weapons, do get Grot Riggers at 10 points.
Not seen anything about FNP at all yet.
Grot riggers don't just work for IWND on 'nauts, any vehicle that has them, but cost per vehicle seems to differ. 20 to put them on a 'naut. BW don't seem to have the option.
Looks to be a lot more options with selecting wargear for meks
"A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists."
Mob rule is replaced by the D6 roll, yes.
Kustom Mega Slugga is a thing.
A Big Mek with mega armour can take one of the following
- Tellyport blasta Tellyporta blasta is the back mouned thing I've been describing and seems... uh, situational at best? Very short range weapon but causes instant death on a 6 wound. Rolling a 6 on AP causes a penetrating hit regardless of AV.
- Kustom force field
- Shock attack gun roll of double 6 is vortex!!!
- KFF can be combined with mega armour and bikes, Shock attack gun seems to be combinable with bikes.
- Git finda on SAG mek?
Relics: Gifts of Gork and Mork
Da Dead Shiny Shoota 6 shots twinlinked shoota, rolls of 1 hit one of your own units
Da Finkin’ Kap gives your warlord an additional trait from the strategic list.
Da Fixer Upperz
Da Lucky Stikk
Headwoppa’s Killchoppa is a +2 str, AP5, rending choppa that beheads on a roll of 6 (insta death).
Warboss Gazbag’s Blitzbike has an AP3 deff gun on it
Mob Chart D6 Result
1 If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.
2-3 If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test.
4-6 If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.
Boss Pole gives Reroll on the mob chart.
Stompa in as super heavy
Battle Wagon up 20 points.
Killkannon still lowers transport on BW
Attack squig nerfed to 1 reroll in melee per turn
Tankbustas can shoot at whatever they like, and Bustas and Burnas can take dedicated trukks
Kommandos get Stealth, no point hike
Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance
Buggies in units of 5, gained outflank and a minor point decrease.
Rule for planks is a little complicated. If you get out of open topped and declare a charge, add 2 to the charge range
Deffrolla gains AP4 and loses half the hits
Lootas Heavy Support and cheaper (5 points less per squad)
Kans come in 6 packs, NO twin guns, NO Troop choice option, have special morale rule
If you take an Ork Warband detachment, you can Waaaagh every turn after the first
Weirdboys gain a Warp Charge point if there are 10 or more models with the 'ere we go rule (Pretty much any Ork from what I've seen) in 12" but has to take a psychic save or take a hit.
Power of the Waaagh! and Daemonlogy disciplines.
Can be upgraded to Psyker level 2.
Ork psychic powers are all cool. Either high strength, or teleport, large blast etc.
Primaris power is Frazzle (Blast witchfire).
'Eadbanger is now a focussed witchfire.
Warpath is a self blessing
Da jump is what used to be 'ere we go.
Killbolt is a beam attack.
Power vomit is a template witchfire.
Da Krunch is a barrage witchfire.
Cheap IWND on vehicles (5 points on Kans, 10 on dreds)
Painboy is IC, so put him where you need him, can take a bike.
Dedi transports available for burnas and tank bustas now
Warboss/Bigmek Mega Armor Kit is a thing
Ork boys cost 1 less point, but Shoota is 1 pt ugrade now
The HQ Mek (not Big Mek) has Boy statline
Pain Boys can not get 'Eavy Amor?
Zzap gun 2D6, gets hot on a 1-3 if you roll 11 or 12
Kannons and Lobbas unchanged
This message was edited 1 time. Last update was at 2014/06/21 00:54:20
adamsouza wrote: bunch of stuff already covered so we can keep the repeat questions down.
Spoiler:
HQs listed as
Zagstruk Grotsnik Mek is a slotless HQ, 1 per actual HQ bought
Big Mek does not change FoC Painboy Warboss does not change FoC Weirdboy. Badrukk is a HQ (3+, 5++, str 7 AP2 assault 3 gun) , Badrukk has the rules listed for Da Rippa, but it is not listed in his wargear
Snikrot is not HQ, Snikkrot an elite (doesnt take a slot if taken with Kommandos) (shrouded on arrival, you pick an edge to outflank dont roll)
No Wazdakka
No Zogwort.
Ghaz is a LOW now, can take runts/squigs, stats look unchaged
D6 Warlord Trait 1 Prophet of the Waaagh!: Mork (or possibly Gork) has chosen this Warlord for greatness, and every Ork under his command knows it.
The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.
2 Bellowing Tyrant: This Warlord is an unholy terror, a roaring lunatic whose every (very loud) word is law.
The Warlord, and all friendly units with the Orks Faction within 12" of him, re-roll failed Morale checks and Pinning tests.
3 Like a Thunderbolt!: This Warlord is a master of the all-out, no-holds-barred, headlong charge into battle.
The Warlord, and all friendly units with the Orks Faction within 12" of him, can re-roll all the dice when determining Run moves or charge range.
4 Brutal but Kunnin’: This Warlord has a sneaky streak a mile wide and knows just where to hit his foes.
The Warlord can re-roll one failed To Hit or To Wound roll each turn.
5 Kunnin’ but Brutal: The Warlord knows when to roll with a punch, and can shrug off the hardest blows.
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
6 Might is Right: Made of muscle and aggression, this Warlord is the embodiment of the Orks’ warlike nature.
The Warlord receives +1 to the Strength characteristic on his profile.
Buggys don't get new weapons, do get Grot Riggers at 10 points.
Not seen anything about FNP at all yet.
Grot riggers don't just work for IWND on 'nauts, any vehicle that has them, but cost per vehicle seems to differ. 20 to put them on a 'naut. BW don't seem to have the option.
Looks to be a lot more options with selecting wargear for meks
"A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists."
Mob rule is replaced by the D6 roll, yes.
Kustom Mega Slugga is a thing.
A Big Mek with mega armour can take one of the following
- Tellyport blasta Tellyporta blasta is the back mouned thing I've been describing and seems... uh, situational at best? Very short range weapon but causes instant death on a 6 wound. Rolling a 6 on AP causes a penetrating hit regardless of AV.
- Kustom force field
- Shock attack gun roll of double 6 is vortex!!!
- KFF can be combined with mega armour and bikes, Shock attack gun seems to be combinable with bikes.
- Git finda on SAG mek?
Relics: Gifts of Gork and Mork
Da Dead Shiny Shoota 6 shots twinlinked shoota, rolls of 1 hit one of your own units
Da Finkin’ Kap gives your warlord an additional trait from the strategic list.
Da Fixer Upperz
Da Lucky Stikk
Headwoppa’s Killchoppa is a +2 str, AP5, rending choppa that beheads on a roll of 6 (insta death).
Warboss Gazbag’s Blitzbike has an AP3 deff gun on it
D6 Result
1 If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.
2-3 If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test.
4-6 If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.
Stompa in as super heavy
Battle Wagon up 20 points.
Killkannon still lowers transport on BW
Attack squig nerfed to 1 reroll in melee per turn
Tankbustas can shoot at whatever they like, and Bustas and Burnas can take dedicated trukks
Kommandos get Stealth, no point hike
Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance
Buggies in units of 5, gained outflank and a minor point decrease.
Rule for planks is a little complicated. If you get out of open topped and declare a charge, add 2 to the charge range
Deffrolla gains AP4 and loses half the hits
Lootas Heavy Support and cheaper (5 points less per squad)
Kans come in 6 packs, NO twin guns, NO Troop choice option, have special morale rule
If you take an Ork Warband detachment, you can Waaaagh every turn after the first
Weirdboys gain a Warp Charge point if there are 10 or more models with the 'ere we go rule (Pretty much any Ork from what I've seen) in 12" but has to take a psychic save or take a hit.
Power of the Waaagh! and Daemonlogy disciplines.
Can be upgraded to Psyker level 2.
Ork psychic powers are all cool. Either high strength, or teleport, large blast etc.
Primaris power is Frazzle (Blast witchfire).
'Eadbanger is now a focussed witchfire.
Warpath is a self blessing
Da jump is what used to be 'ere we go.
Killbolt is a beam attack.
Power vomit is a template witchfire.
Da Krunch is a barrage witchfire.
Cheap IWND on vehicles (5 points on Kans, 10 on dreds)
Painboy is IC, so put him where you need him, can take a bike.
Dedi transports available for burnas and tank bustas now
Warboss/Bigmek Mega Armor Kit is a thing
Ork boys cost 1 less point, but Shoota is 1 pt ugrade now
Thanks for this, now we can playtest these rules and do some armybuilding!
2014/06/21 01:04:19
Subject: Ork rumours - First post updated 20th June
Being half asleep/ awake am I right that under 7th ed rules you can take as many detachments as you want?
On that basis could you take 2 standard FoC worth of stuff provided you had 1 HQ and 2 troops per FoC? In doing so that would be totally legit or is it frowned upon?
I was thinking of having a "warboss" FoC and a "dreadmob" FoC (all using standard ork dex) fluffy and attempting not to cheese but with so many walkers and so much dakka (and still want some big gunz) unsure how else it could be fit in,
thanks in advance!
2014/06/21 01:04:50
Subject: Ork rumours - First post updated 20th June
There are some things that got clear cost reductions like bikes and deffkoptas, plus the old big guns of all things. There is also the cheese, like re-rolling 2+ armour saves. New mob rule seems to benefit trukk boyz, but the trukks now will deal 150% as many wounds in the explosion as they previously did.
All in all, I feel this codex is a clear downgrade from the old one, with no quality or inspiration present. Just as was feared and foretold. GW is clearly shoveling out product as fast a possible.
2014/06/21 01:09:00
Subject: Ork rumours - First post updated 20th June
rtb02 wrote: Being half asleep/ awake am I right that under 7th ed rules you can take as many detachments as you want?
On that basis could you take 2 standard FoC worth of stuff provided you had 1 HQ and 2 troops per FoC? In doing so that would be totally legit or is it frowned upon?
I was thinking of having a "warboss" FoC and a "dreadmob" FoC (all using standard ork dex) fluffy and attempting not to cheese but with so many walkers and so much dakka (and still want some big gunz) unsure how else it could be fit in,
thanks in advance!
In 7th ed. Unbound you could take an army of pure Gretchin if you wanted. So your lists would be completely legit.
2014/06/21 01:10:04
Subject: Ork rumours - First post updated 20th June
rtb02 wrote: Being half asleep/ awake am I right that under 7th ed rules you can take as many detachments as you want?
On that basis could you take 2 standard FoC worth of stuff provided you had 1 HQ and 2 troops per FoC? In doing so that would be totally legit or is it frowned upon?
I was thinking of having a "warboss" FoC and a "dreadmob" FoC (all using standard ork dex) fluffy and attempting not to cheese but with so many walkers and so much dakka (and still want some big gunz) unsure how else it could be fit in,
thanks in advance!
Yup, you can take as many detachments as you have points for. A lot of people are trying to house rule it so you can can only use 1 Combined Arms detachment, but that is hogwash, and will become more ludicrous with every new codex and detachment released.
Rules say you can, and don't feel bad about doing it.
2014/06/21 01:16:43
Subject: Ork rumours - First post updated 20th June
Yup, you can take as many detachments as you have points for. A lot of people are trying to house rule it so you can can only use 1 Combined Arms detachment, but that is hogwash, and will become more ludicrous with every new codex and detachment released.
Rules say you can, and don't feel bad about doing it.
Allowing only one detachment would hamstring orks even more than the codex already will
2014/06/21 01:25:43
Subject: Ork rumours - First post updated 20th June
Otherwise unchanged, according to a certain ork drunk on cider
that doesnt mean he is a lord of war thou there must done somethign to make he in the leagues of a titan is he a giganture creature
He is listed as Lord of War choice. Taking him does not use a HQ slot, your opponent gets +1 to seize and taking wounds off him grants victory points. That's all there is to it.
This is what I don't get. Ghazzghul is THAT awesome that the opponent should have extra victory points from killing him?
That being said, combined with the Warlord Trait that allows you to re-roll failed Saves, along with the Waaaaagh! every turn (assuming Ghaz still has a 2++ during Waaagh!) that could be... impressive.
2014/06/21 01:26:55
Subject: Ork rumours - First post updated 20th June
streamdragon wrote: Yeah guys, totally chill! I mean it's not like people have listed known issues or anything!
It definitely seems our characters will be in some trouble when challenged due to the lack of invulns. Thankfully warbosses are pretty tough so they should be able to survive what other characters can dish out and then just instant kill them with a PK. Nobs I would hesitate to accept challenges with - you'll need the bosspole to keep the unit in check, so why risk losing it fighting just one 'umie? Shooting shouldn't be as big of a problem, just use LO,S! a lot.
I don't think anybody was saying this new book was flawless, but it's what we have now and crying about it certainly won't help anyone. Just give it some time, we haven't even seen everything yet. Good lists will emerge. Until then, let's try to stay positive and figure out ways around the weaknesses we have.
If it were not for Waagh!, Warbosses would be a waste of points. Challenges? Try monstrous creatures, Force Weapons or any other ID route; you can either decline the challenge and your boss sits around with his dakka up his fungus, or you can accept and pray to mork and gork that your opponent's dice just completely crap the bed. No option for invulnerable saves on characters is insane. Is there another non-Tyranid (because they're at least MCHQ slots!) army that can't protect its leaders like this? I honestly can't think of one:
SM of all kinds: Iron Halo
Tau: Shield Generators/Drones
Eldar: Rune Armor
Necrons: Phase Shifter
D. Eldar: Shadow Field
AM: Rosarius
SoB: Rosarius
CSM: Dark Aura
Chaos Daemons: Daemonic Aura
Did I miss anyone? A Painboy in with your Warboss has become an auto-include if you want him to have a chance of doing anything. Are painboys tough? Pretty sure they're T4 W2 like a nob? Good luck with that. Precision shots is a thing as well, though thankfully rarer than it used to be.
Nobs are basically bosspole bitches. Like you said you can't really use them for fear of them dying; so now my glorious Ork leader who should be wanting to get stuck in is hiding in the back, hoping he can smack his buddy with a bosspole. Narrative Forged! So Cinematic! Waaagh! indeed!
Saying "Just fill up FoCs with Grotz!" is a cop-out. It's basically attempting to handwave away serious issues with the book and pretend that Grots will solve it. They won't. They're basically a tax on your other units at this point, since a unit of 10 grots won't reliably do anything other than die, most likely giving up VP in the process. Goody.
This book is far from flawless; I think it's units with no flaws are the exceptions, rather than the rules, given so many units had flaws that needed correcting. Guess how many of them saw those corrections. Because the information so far suggests pretty much 0 of them. Did we get some good stuff? Sure, we did. The new Mek Gunz answer some of the armies overall issues like Skyfire, so I'm sure we'll see tons of them. Did we get anything close to the update that people were hoping for, after 3 frelling editions? If you answer yes, you have exceedingly low expectations. Congrats I guess.
Automatically Appended Next Post:
Toburk wrote: There are some things that got clear cost reductions like bikes and deffkoptas, plus the old big guns of all things. There is also the cheese, like re-rolling 2+ armour saves. New mob rule seems to benefit trukk boyz, but the trukks now will deal 150% as many wounds in the explosion as they previously did.
All in all, I feel this codex is a clear downgrade from the old one, with no quality or inspiration present. Just as was feared and foretold. GW is clearly shoveling out product as fast a possible.
Let's be clear on a few things:
Re-rolling 2+ armor saves isn't cheese, because so many things can and will ignore 2+ armor saves. This isn't like Invulnerable save rerolls, or cover saves against armies with no Ignores Cover options.
New Mob Rule doesn't benefit anyone, really. You used to be fearless above 10; you no longer are. Hell, have we even confirmed that it still increases LD based on model count? Or are we stuck with LD 7 on Boyz unless you stick an IC into the group?
This message was edited 1 time. Last update was at 2014/06/21 01:30:10
2014/06/21 01:44:10
Subject: Re:Ork rumours - First post updated 20th June
I just feel like GW is fixing all the wrong parts (again, like seeing a painboy for your missing leg and getting a kustom shoota arm).
Winning Ork armies focus on shooting! Let's make more shooty models, then have Adam Troke tell you that Orks can win with shooting, not just melee!
Buggy models are ancient. Let's not produce any new model, and let you take more of them!
Let's make more units be able to take Trukks, so we can sell more! Now let's make them more dangerous to use!
We created Unbound armies so that you can field the army you want! We also reduced the options in Battleforged armies to reduce your ability to do so!
Ork characters were having trouble surviving in close combat, so we reduced their invulnerable saves!
We are going to tell you how badass Ghazghull is, and then make him less impressive!
It's not that I'm totally disappointed in this release. I like all of the new models, and I will be buying them. But I'm just dismayed by GW's utter inability to look at their game, diagnose what is weak or failing with it, and replace those parts. The last codex wasn't bad. Neither was the one before it. But it could easily have been made better with some focused changes, and then you could have added on new models like appetizers and dessert. Instead, random changes! Waaagh!
2014/06/21 01:45:26
Subject: Ork rumours - First post updated 20th June
streamdragon wrote: Yeah guys, totally chill! I mean it's not like people have listed known issues or anything!
It definitely seems our characters will be in some trouble when challenged due to the lack of invulns. Thankfully warbosses are pretty tough so they should be able to survive what other characters can dish out and then just instant kill them with a PK. Nobs I would hesitate to accept challenges with - you'll need the bosspole to keep the unit in check, so why risk losing it fighting just one 'umie? Shooting shouldn't be as big of a problem, just use LO,S! a lot.
I don't think anybody was saying this new book was flawless, but it's what we have now and crying about it certainly won't help anyone. Just give it some time, we haven't even seen everything yet. Good lists will emerge. Until then, let's try to stay positive and figure out ways around the weaknesses we have.
If it were not for Waagh!, Warbosses would be a waste of points. Challenges? Try monstrous creatures, Force Weapons or any other ID route; you can either decline the challenge and your boss sits around with his dakka up his fungus, or you can accept and pray to mork and gork that your opponent's dice just completely crap the bed. No option for invulnerable saves on characters is insane. Is there another non-Tyranid (because they're at least MCHQ slots!) army that can't protect its leaders like this? I honestly can't think of one:
SM of all kinds: Iron Halo
Tau: Shield Generators/Drones
Eldar: Rune Armor
Necrons: Phase Shifter
D. Eldar: Shadow Field
AM: Rosarius
SoB: Rosarius
CSM: Dark Aura
Chaos Daemons: Daemonic Aura
Did I miss anyone? A Painboy in with your Warboss has become an auto-include if you want him to have a chance of doing anything. Are painboys tough? Pretty sure they're T4 W2 like a nob? Good luck with that. Precision shots is a thing as well, though thankfully rarer than it used to be.
Nobs are basically bosspole bitches. Like you said you can't really use them for fear of them dying; so now my glorious Ork leader who should be wanting to get stuck in is hiding in the back, hoping he can smack his buddy with a bosspole. Narrative Forged! So Cinematic! Waaagh! indeed!
Saying "Just fill up FoCs with Grotz!" is a cop-out. It's basically attempting to handwave away serious issues with the book and pretend that Grots will solve it. They won't. They're basically a tax on your other units at this point, since a unit of 10 grots won't reliably do anything other than die, most likely giving up VP in the process. Goody.
This book is far from flawless; I think it's units with no flaws are the exceptions, rather than the rules, given so many units had flaws that needed correcting. Guess how many of them saw those corrections. Because the information so far suggests pretty much 0 of them. Did we get some good stuff? Sure, we did. The new Mek Gunz answer some of the armies overall issues like Skyfire, so I'm sure we'll see tons of them. Did we get anything close to the update that people were hoping for, after 3 frelling editions? If you answer yes, you have exceedingly low expectations. Congrats I guess.
Automatically Appended Next Post:
Toburk wrote: There are some things that got clear cost reductions like bikes and deffkoptas, plus the old big guns of all things. There is also the cheese, like re-rolling 2+ armour saves. New mob rule seems to benefit trukk boyz, but the trukks now will deal 150% as many wounds in the explosion as they previously did.
All in all, I feel this codex is a clear downgrade from the old one, with no quality or inspiration present. Just as was feared and foretold. GW is clearly shoveling out product as fast a possible.
Let's be clear on a few things:
Re-rolling 2+ armor saves isn't cheese, because so many things can and will ignore 2+ armor saves. This isn't like Invulnerable save rerolls, or cover saves against armies with no Ignores Cover options.
New Mob Rule doesn't benefit anyone, really. You used to be fearless above 10; you no longer are. Hell, have we even confirmed that it still increases LD based on model count? Or are we stuck with LD 7 on Boyz unless you stick an IC into the group?
Thank you so much for putting my frustrations into a legible and coherent format.
The best gun in the galaxy won't save you If your opponent is bashing your brains out with a rock.
I think that after playing with the codex a few times people will see that it is a definite upgrade. Waaagh is hugely upgraded! The old waaagh is now ere we go and can be used each and every turn. If you don't understand why this alone makes the new codex way better than the old something is wrong with you. The new waaagh is what every other assault army has wanted and has not gotten. we can run and then assault... What is not to love about that? The new mob rule is kind of a nerf but honestly it needed it. Tons of fearless mobs was almost silly. Now mob rule is actually a benefit to the smaller mobz. Everything got CHEAPER! well except boyz. Now we can take as many ard boyz squads as we want. so we can actually buy a save for our boyz mobz! This is a huge upgrade!!!! Mek gunz are awesome, flash gitz awesome, gorkamorka naughts awesome, buggies are awsomer! 5 outflanking heavy flamers??? Good luck surviving that anything! Now with the stompa in our actual codex it will be pretty hard for anyone to tell you that you can't use it. Maybe you cant use your regular codex entries then (looking at you riptide!) There are so many good things about this codex. The only reason that people are upset is that the lists that dominated 5th are not viable in 7th. Well that is the way that it goes. That is the goal of GW they want you to buy a new army full of new units!
Stikk bommas are special among ork society for one reason - They know when you pull the pin out of a stikk bomb you throw the bomb not the pin!