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Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Manz never has one anyway.

Manz are not terminators, so never had an inbuilt inv save, or any option to get one short of having grotsnik

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
 
   
Made in gb
Nasty Nob






BooBoo wrote:
Thanks a lot for the reply, Perfect Organism. What about their HQ's? Anything worthwile taking in CC from your point of view?

Chaos Lord is like a marine captain without an Iron Halo or Chapter Tactics, but significantly cheaper and comes with Fearless.

The Chaos Relics are pretty rubbish, but the generic options are fairly good. You can get a 4+ invulnerable for the points difference with a marine captain, then upgrade it to a 3+ with Mark of Tzeentch for the cost of a Storm Shield on a captain.

You can put him on a bike, but he doesn't make bikers troops and chaos bikers aren't as great as loyalist ones. There are also options for other mounts, including a Jetbike. With Mark of Nurgle on a bike you get to T 6.

Sorcerers have weaker stats than Lords, but can offer buffs (they get Telepathy and Biomancy) and have access to similar options.

Daemon Princes are very scary, but suffer from also being rather vulnerable. T 5 with a 5+ Invulnerable and only a few weak options for defensive upgrades unless you get lucky with Biomancy.

Some characters can make normally elite units troops. The only actually good choice for CC is a Lord with the Mark of Nurgle, who gets you Plague Marines. Basic Chaos Space Marines aren't a terrible melee unit though, so they will do fine as an alternative (or you could have 'Super Runts' to count as Chaos Cultists).

Not sure about the special characters. I understand that Abaddon is an absolute beast.

   
Made in mx
Fresh-Faced New User




With the changes to Cybork body MANZ have no invul save now? Do they still have inbuilt Cybork from Mega armor? Point change for Manz? Otherwise they weren't that good but got nerfed....


According to Melcavuc, the only option to get invulnerable saves throughout the army would be the KFF (against shooting only), Badrukk, who has his own, and Ghazghkull 2++ save for one turn. Other than that, there is nothing. I think they remain the same points as before. Got some options, though, bosspoles, Waaagh! banners, killsaws.
   
Made in us
Longtime Dakkanaut





Oceanic

I wonder if making Ghaz a lord of war is an indication that maybe perhaps GW is considering bringing some Primarchs back, or perhaps give an option for 30k guys to play crusade fluff games with their Primarch's.

This message was edited 1 time. Last update was at 2014/06/21 03:39:59


https://www.youtube.com/channel/UCiJ5Xnv1ClgVcGmmb-zQBlw

Perils of the Wallet - YouTube Channel 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

You people have added 20 pages since yesterday. Can we get a summary of some sort?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 H.B.M.C. wrote:
You people have added 20 pages since yesterday. Can we get a summary of some sort?

The book's up for preorder.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 H.B.M.C. wrote:
You people have added 20 pages since yesterday. Can we get a summary of some sort?


Orks got Tyranided. We lost almost everything that was decent, some uselessness got even more useless or straight up removed, Big Gunz are about the only real major boon we got.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Krazed Killa Kan






State of Jefferson

Well, I'm not quite willing to make a sky is falling statement... I'm getting it... Orks are my primary at 8k painted. I enjoyed fielding a Kan wall. I'm pissed about the wagon F but hey... We knew something was going to get it...

I'll give it several months but I did buy dropzone commander in a rage drunk last night (hah).

Are Lootas heavy now?
   
Made in us
Regular Dakkanaut



New York, USA

Anyone know what will be in Waaagh! Ghazghkull? Will that justify why he's a LOW?

Maybe I missed it, but does he still get a warlord trait even though he can't be an HQ?
   
Made in ca
Missionary On A Mission





GTA

 doktor_g wrote:


Are Lootas heavy now?


Yup. The HS is super crowed right now.

 MrFlutterPie wrote:
Have my babies Anvil Industries!

 Anvils Hammer wrote:

@MrFlutterPie - That's not currently a service we offer, but you can purchase quality miniatures from us..

 
   
Made in us
Krazed Killa Kan






State of Jefferson

The guy on BoLS said Ghazzy is basically the same....


Automatically Appended Next Post:
 MrFlutterPie wrote:
 doktor_g wrote:


Are Lootas heavy now?


Yup. The HS is super crowed right now.



Gorkdamnnit!

This message was edited 1 time. Last update was at 2014/06/21 03:59:35


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Even more reasoning to force orks into an unbound list.

What the gak can we take thats still viable that ISNT in the heavy slot?

Oh, warbikers....that are still overcosted for what they do since we lost the exhaust cloud.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Lead-Footed Trukkboy Driver




Elizabethtown College

Im selling my ork army. Warboss, 6 trukks, 2 Bws, 6 bikes, 30 slugga boys, 90 shoota boyz, 3 lootas, 6 deffkoptas, 8-10 nobs. Screw GW and warhammer. Is this an over reaction, maybe but this game is just spiralling down the toliet. 7th is a joke.

I always press dat, if you know what I mean. 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

So Orks got a special FOC all to themselves. Kinda wish they'd thought of that before they did the 'Nids book. Base it around Synapse Creatures (eg. each Synapse HQ you bring gives you 3 Troops (1 Compulsory), 1 Elite, 1 FA and 1 HS. And you just keep adding Synapse). Or something like that.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Longtime Dakkanaut





Oceanic

Going on sale in the US!

FW Warboss on bike painted
Big Mek SAG partially painted
Warboss with PK partially painted

6 nob bikers one painboy on bike painted

60 Shoota boys skin mostly painted
30 slugga choppa boys mostly painted

Dakkajet painted

Deffdred painted magnetized

15 lootas painted

3 deffcoptas (plastic) partially painted

8 custom big guns
1 GW big gun
18 grot gunners

Serious offers only



This message was edited 1 time. Last update was at 2014/06/21 04:12:55


https://www.youtube.com/channel/UCiJ5Xnv1ClgVcGmmb-zQBlw

Perils of the Wallet - YouTube Channel 
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

TableTopJosh wrote:
Im selling my ork army. Warboss, 6 trukks, 2 Bws, 6 bikes, 30 slugga boys, 90 shoota boyz, 3 lootas, 6 deffkoptas, 8-10 nobs. Screw GW and warhammer. Is this an over reaction, maybe but this game is just spiralling down the toliet. 7th is a joke.


how much player??

pm me details I'm serious.


Automatically Appended Next Post:
Johnnytorrance wrote:
Going on sale in the US!

FW Warboss on bike painted
Big Mek SAG partially painted
Warboss with PK partially painted

6 nob bikers one painboy on bike painted

60 Shoota boys skin mostly painted
30 slugga choppa boys mostly painted

Dakkajet painted

Deffdred painted magnetized

15 lootas painted

3 deffcoptas (plastic) partially painted

8 custom big guns
1 GW big gun
18 grot gunners

Serious offers only






pm me!!!

This message was edited 1 time. Last update was at 2014/06/21 04:13:01


5000+ 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

So how exactly did Orks get "Tyranid-ed"?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

they didn't, wait no they did, pm me with selling details of your orks!!

5000+ 
   
Made in es
Growlin' Guntrukk Driver with Killacannon






 Vineheart01 wrote:
 H.B.M.C. wrote:
You people have added 20 pages since yesterday. Can we get a summary of some sort?


Orks got Tyranided. We lost almost everything that was decent, some uselessness got even more useless or straight up removed, Big Gunz are about the only real major boon we got.


Actually, it's worse than that. Tyranids can stave off Instincive Behavior by staying within synapse, but there's no way around the far more punishing Ork morale table. Couple that with one of the worst army-wide LD ratings in the game and you have what sounds like a broken combination.



War does not determine who is right - only who is left. 
   
Made in us
Sneaky Sniper Drone






What was ramshackle before in the old codex? did it change from if your Truk is destoryed or explodes, it either Kareen, Kaboom or Kerrunch? imo the new ramshackle is better. The old ramshackle only had a positive effect if the trukk exploded, and with the new damage table that isn't happening very often for me, but now every pen i get delt can degrade to a glance. With the old rule if my trukk got destroyed it was gone, but now there's a one in 6 chance i can turn ignore an explode or imobilised result. Maybe I'm missing something but that seems better to me

This message was edited 1 time. Last update was at 2014/06/21 04:29:10


 
   
Made in gb
Nasty Nob






My impressions so far...

Buffed:

Deffkoptas (cheaper).
Flash Gitz (much better shooting for a minor decrease in survivability).
Tankbustas (cheaper, access to painboy).
Mek Guns (cheaper, more options).
Bikers (cheaper, lost standard cover save but gained better one when turbo-boosting, access to painboy).
Weirdboys (actually useful powers, cheaper, force weapon).
Buggies (cheaper, outflank).
Deffdreads (cheaper).
Kommandos (Stealth).
Stormboys (much cheaper, although not quite as good as before).
Blitza Bomma (more reliable, AP 2, seems to be Large Blast now).
Badrukk (cheaper and Independent Character).

Nerfed:
Biker Nobs (nerfed cybork bodies, upgrades more expensive).
Shoota Boys (more expensive, no longer Fearless over 10 models).
Battlewagons (more expensive).
Burnas (slightly more expensive).
Killa Kans (assuming they didn't get cheaper).
Dakkajet (no massive bonus to shooting during Waaagh!).

Not sure about:
Slugga Boys (got worthless Stikkbombs, but at least they were free, possibly benefit from Waaagh!, Boarding Planks, etc. but loss of Fearless might hurt).
Warboss (less effective in combat, but offers a decent buff with the Waaagh!).
Trukks (cheaper, mostly better upgrades but new ramshackle is pointless).
Lootas (slightly cheaper, but in a more valued slot and suffer from battlewagon points increase).
Meganobs (seem pretty similar, i.e: quite good).
Burna Bomma (seems to have no real role if Blitza Bomma has a Large Blast).
Grots (tiny discount, but not sure how their morale works now).
Big Mek (lost cybork body, KFF nerfed, SAG slightly better, can take SAG/KFF and a bike now, new weapon option).
Painboy (seems to have more options than Dreadmob Painboss, available in standard list, slightly cheaper, but -1 Leadership?)
Zaggstrukk (seems a waste of a HQ slot, but rules are OK).
Grotsnik (does he still have to move towards the enemy, is he tougher than a painboy?)

We gained:
Warlord Traits (good).
Gifts of Gork & Mork (good).
New Formation / Detachment options (weak).
Gork/Morkanaught (weak).

We lost:
Wazzdakka (but he was a pretty rubbish choice and any miniature you converted can be used for a biker Warboss / Big Mek).
Zogwort (sucks).
Options for moving stuff around the FOC (sucks).

This message was edited 2 times. Last update was at 2014/06/21 04:37:46


   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

 H.B.M.C. wrote:
So how exactly did Orks get "Tyranid-ed"?


HBMC, it's probably not all as bad as "tyranided". However, a lot of our old go to rules have been gutted, and a lot of our new rules are feel particularly weak right now.
Some examples Bikes losing 4+ smoke cloud cover, Kans do morale checks, KFF no longer affects anyone outside of embarked vehicles but only the vehicle, mob rule is gonewith new version of Mob Rule seeming weak and unreliable, Ramshackle doesn't do much of anything, Points increases in strange locations with weird point decreases other places.

Generally, the codex seems all over the board, with very little to latch on to in terms of exciting design. It's feeling lack luster, uninspired, and very murky in terms of feel and direction.

Just my opinion.
   
Made in au
Liche Priest Hierophant







Summary by adamsouza for you H.B.M.C.:

 adamsouza wrote:
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








Honestly, not as bad as many people in this thread are making out. Sure, it isn't what many were hoping for, but decent relics and traits plus some solid choices in elites other than nob bikerz and lootas. Trukk Boyz and the other small units will actually gain from Mob Rule.

Then again, maybe I didn't have my hopes as high as others did. Still, I don't think it is fair to say we were nid'd, at least not at this still VERY early stage.
   
Made in us
Nasty Nob




Cary, NC

 Ascalam wrote:
Manz never has one anyway.

Manz are not terminators, so never had an inbuilt inv save, or any option to get one short of having grotsnik


Most incorrect. Mega-Armored Nobs used to have Medi-squigs. These were internal to their mega-armor and gave them, in addition to their 2+ save, an additional, subsequent, unmodified 4+ save vs. each wound. MANZ used to out-FNP anyone! This was a wonderful opportunity for GW, who was reviving all sorts of old things, like the Bubble Chukka, Tractor Kannon, etc. to revive something historical about Orks which would make their 'terminators' different from the Space Marines and Chaos Space Marines.


Unlike the 'true Terminators', you could have left Mega-Armored Nobs with only the Power Klaw option, and Slow and Purposeful rather than Relentless, and no Deep Striking, but given them back their medi-squigs, in the form of a 4+ FNP. This would make them distinct from termies, while keeping the 'no invulnerable saves' mantra that GW seemed to have adopted for some reason on Orks.

That's right. The race which re-invents Force Fields again and again, and uses them to crush people, and trap air around asteroids, etc, still can't figure out how to make an actual force field for armor.


This is why I think a lot of us are disappointed. I don't see the codex as unplayable, or 'tyranidded', or the new whipping boy. I see tons of potential, squandered and unrealized. I see incoherent changes and additions:

Long-standing (but not unchanged) background has orks being fond of projectile weapons, since they are very loud, and a bit dubious of a lot of energy weapons, which don't make satisfyingly loud noises. This is reflected with the Kannon and Lobba, and the Kilkannon and boomgun, and reiterated with Forgeworld with the Big Lobba, SupaKannon, Flakk Gun, Boom Gun, Mega-gatler, Krusha Kannon, Bursta Kannon, etc.

Then, GW produces new models, and doesn't update ancient projectile weapons, but produces 4 energy weapons. WTF?

But wait, the energy weapons hearken back to the glorious days of old! Waaaagh! Does the bubble chukka entrap things in force fields? Nope, it crushes them. What about the lifta-droppa? Nope, we dropped it. What about the Pulsa Rokkit? Nope, not in the book.

They can't get their act together. Some stuff is awesome (Pain boys where you want them!) Other stuff is dumb (transport walker with huge bay doors isn't an assault vehicle). Other stuff seems randomly odd (nobs can have heavy armor, unless they are in a unit without it, in which case they can't).

 
   
Made in us
Battlewagon Driver with Charged Engine





 matphat wrote:
 H.B.M.C. wrote:
So how exactly did Orks get "Tyranid-ed"?


HBMC, it's probably not all as bad as "tyranided". However, a lot of our old go to rules have been gutted, and a lot of our new rules are feel particularly weak right now.
Some examples Bikes losing 4+ smoke cloud cover, Kans do morale checks, KFF no longer affects anyone outside of embarked vehicles but only the vehicle, mob rule is gonewith new version of Mob Rule seeming weak and unreliable, Ramshackle doesn't do much of anything, Points increases in strange locations with weird point decreases other places.

Generally, the codex seems all over the board, with very little to latch on to in terms of exciting design. It's feeling lack luster, uninspired, and very murky in terms of feel and direction.

Just my opinion.
This is a pretty good summary of how I feel. I was pretty optomistic with seeing some of the new stuff and the rumors, and I would honestly be OK with most of the changes, except that stupid as moral table thingy.

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

 
   
Made in ca
Longtime Dakkanaut






wow, dont tell me some persons are really selling their army cause they don't like what they heard about a book that have yet to release. That's simply stunning

lost and damned log
http://www.dakkadakka.com/dakkaforum/posts/list/0/519978.page#6525039 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

 Billagio wrote:
 matphat wrote:
 H.B.M.C. wrote:
So how exactly did Orks get "Tyranid-ed"?


HBMC, it's probably not all as bad as "tyranided". However, a lot of our old go to rules have been gutted, and a lot of our new rules are feel particularly weak right now.
Some examples Bikes losing 4+ smoke cloud cover, Kans do morale checks, KFF no longer affects anyone outside of embarked vehicles but only the vehicle, mob rule is gonewith new version of Mob Rule seeming weak and unreliable, Ramshackle doesn't do much of anything, Points increases in strange locations with weird point decreases other places.

Generally, the codex seems all over the board, with very little to latch on to in terms of exciting design. It's feeling lack luster, uninspired, and very murky in terms of feel and direction.

Just my opinion.
This is a pretty good summary of how I feel. I was pretty optomistic with seeing some of the new stuff and the rumors, and I would honestly be OK with most of the changes, except that stupid as moral table thingy.


Top of my reasons for not liking the release at the moment is the new mob rule chart. Right below that is Shoota boyz going up in price, and then lastly, the bloated heavy support section and what feels like an overall nerf to every aspect of battle wagons. I also would like to cry about making Kans take morale checks because it just feels insulting. Do ANY other walkers take morale checks?

This message was edited 1 time. Last update was at 2014/06/21 04:49:14


 
   
Made in us
Yellin' Yoof on a Scooter





Dacono, CO

 streetsamurai wrote:
wow, dont tell me some persons are really selling their army cause they don't like what they heard about a book that have yet to release. That's simply stunning




Fine with me, gets me armies for cheap

This hobby is fething my wallet... But I love it.
5000 point army --- 2400 point army --- 2500 point army

DR:90S+GMB-IPw40k11#+D++A++/eWD-R+++T(M)DM+ 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

 Lloyld wrote:
 streetsamurai wrote:
wow, dont tell me some persons are really selling their army cause they don't like what they heard about a book that have yet to release. That's simply stunning




Fine with me, gets me armies for cheap


You can have mine for $3000.
   
Made in us
Guard Heavy Weapon Crewman





TableTopJosh wrote:
Im selling my ork army. Warboss, 6 trukks, 2 Bws, 6 bikes, 30 slugga boys, 90 shoota boyz, 3 lootas, 6 deffkoptas, 8-10 nobs. Screw GW and warhammer. Is this an over reaction, maybe but this game is just spiralling down the toliet. 7th is a joke.

Give me a link to your stuff, I'll gladly buy it off you cheap!
   
 
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