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2014/06/22 16:44:47
Subject: Re:Ork rumours - First post updated 20th June
A Town Called Malus wrote: A new method for killing Ork mobs will be mass pinning weapons it seems. Force lots of leadership tests, hope they start to kill each other on top of the wounds you're causing. End of the turn if they've taken 25% casualties then they can potentially end up taking a couple more thanks to Mob Rule.
I would see pinning weapons as a disaster for Orks because it forces all units in the codex to roll on the animosity chart including elite units, most of which have mere 6+ saves...
Are people forgetting that they have to fail the leadership test before rolling on animosity?
Also, pinning is a lot less common now that sniper and barrage weapons lost it.
2014/06/22 16:46:34
Subject: Ork rumours - First post updated 20th June
Mister Feral wrote: So you can take Snikrot as an Elite on his own? Cool, always liked that model but not over-fussed on Kommandos generally.
You can though its questionable as to how effective he'd be. He cant join any units other than kommandos so he'd just kind of... be there. He only has stikkbombz and knives with shred so its not like he could pull a marbo either.
Thanks. I'm guessing that under the current rules, outflank isn't something he can confer on a unit that doesn't already have it.
It'd be impossible for him to do so, since he cant join anyone other than Kommandos. And cannot use his special rule if an IC that isnt a Kommando joins the unit.
So he can't even be used for his old party trick of delivering Ghaz or a biker boss into your opponent's deployment zone. I guess he's staying on the shelf.
Play up Pompey!
2014/06/22 16:54:59
Subject: Ork rumours - First post updated 20th June
But he doesn't replace the nob, so you get a double whack in your kommandos, easily getting line breaker and those sneaky objectives. Not to mention shrouded so in ruins his unit is on a 2+ for one turn which isn't bad
Automatically Appended Next Post: + kommandos are the best looking ork models ever especially when combined with the FW conversion ones! Gas mask woooo
This message was edited 1 time. Last update was at 2014/06/22 16:56:19
How many kans can a killa kan kill if a killa kan can kill kans?
2014/06/22 17:09:53
Subject: Ork rumours - First post updated 20th June
A Town Called Malus wrote: A new method for killing Ork mobs will be mass pinning weapons it seems. Force lots of leadership tests, hope they start to kill each other on top of the wounds you're causing. End of the turn if they've taken 25% casualties then they can potentially end up taking a couple more thanks to Mob Rule.
I would see pinning weapons as a disaster for Orks because it forces all units in the codex to roll on the animosity chart including elite units, most of which have mere 6+ saves...
Are people forgetting that they have to fail the leadership test before rolling on animosity?
Also, pinning is a lot less common now that sniper and barrage weapons lost it.
Yeah I don't seem to get pinning checks all that often. Maybe I don't play opponents with stuff that causes them.
The posts about not wanting to be forced to use an unbound list or multiple detachments seem strange to me. As of 7th edition, those are part of the game. It is like saying I am going to play basketball without shooting 3 pointers because the 3 point shot is OP. Well ok, if you feel that way knock yourself out, but it IS part of the rule set like it or not, so don't get upset at people who are willing to try it first.
2014/06/22 17:28:43
Subject: Ork rumours - First post updated 20th June
A Town Called Malus wrote: A new method for killing Ork mobs will be mass pinning weapons it seems. Force lots of leadership tests, hope they start to kill each other on top of the wounds you're causing. End of the turn if they've taken 25% casualties then they can potentially end up taking a couple more thanks to Mob Rule.
I would see pinning weapons as a disaster for Orks because it forces all units in the codex to roll on the animosity chart including elite units, most of which have mere 6+ saves...
Are people forgetting that they have to fail the leadership test before rolling on animosity?
Also, pinning is a lot less common now that sniper and barrage weapons lost it.
so mass pinnning is their weakness? OH NOES! good thing there is only one codex right now that actually has pinning weapons in any number....
failing ld 7-8, and failing TWO rolls on the animosity chart with boss pole, esp considering there are things that let us re roll LD too, is NOT going to happen often...
heck, its much easier to pin any other ld 7-8 unit then orks... so why all the QQ about being pinned with orks now? if pinning isnt an issue for my guard, its not an issue for orks.
This message was edited 1 time. Last update was at 2014/06/22 17:31:41
2014/06/22 17:31:48
Subject: Re:Ork rumours - First post updated 20th June
A Town Called Malus wrote: A new method for killing Ork mobs will be mass pinning weapons it seems. Force lots of leadership tests, hope they start to kill each other on top of the wounds you're causing. End of the turn if they've taken 25% casualties then they can potentially end up taking a couple more thanks to Mob Rule.
I would see pinning weapons as a disaster for Orks because it forces all units in the codex to roll on the animosity chart including elite units, most of which have mere 6+ saves...
Are people forgetting that they have to fail the leadership test before rolling on animosity?
Also, pinning is a lot less common now that sniper and barrage weapons lost it.
Yeah I don't seem to get pinning checks all that often. Maybe I don't play opponents with stuff that causes them.
The posts about not wanting to be forced to use an unbound list or multiple detachments seem strange to me. As of 7th edition, those are part of the game. It is like saying I am going to play basketball without shooting 3 pointers because the 3 point shot is OP. Well ok, if you feel that way knock yourself out, but it IS part of the rule set like it or not, so don't get upset at people who are willing to try it first.
the downside of using unbound lists is while it merely makes orks playable, it boosts other army combos to such extreme heights that you are even more out powered. Also you cant contest objectives, and have to win with a table if they get objective points. Even multiple FOC is a cop out. Usually you end up needing like 4 heavy support, well now you have to do another force org chart. What if you only budgeted points for 3 troops choices? Cant use nobs or deff dreads anymore, so now you have to try and shave off points for grots to fill your requirement. Its like back in 3rd when they had 25 precent of your list required to be troops. People complained and they dropped it for the next edition. Its taking choices away which they said they weren't about anymore.
A Town Called Malus wrote: A new method for killing Ork mobs will be mass pinning weapons it seems. Force lots of leadership tests, hope they start to kill each other on top of the wounds you're causing. End of the turn if they've taken 25% casualties then they can potentially end up taking a couple more thanks to Mob Rule.
I would see pinning weapons as a disaster for Orks because it forces all units in the codex to roll on the animosity chart including elite units, most of which have mere 6+ saves...
Are people forgetting that they have to fail the leadership test before rolling on animosity?
Also, pinning is a lot less common now that sniper and barrage weapons lost it.
so mass pinnning is their weakness? OH NOES! good thing there is only one codex right now that actually has pinning weapons in any number....
failing ld 7-8, and failing TWO rolls on the animosity chart with boss pole, esp considering there are things that let us re roll LD too, is NOT going to happen often...
heck, its much easier to pin any other ld 7-8 unit then orks... so why all the QQ about being pinned with orks now? if pinning isnt an issue for my guard, its not an issue for orks.
First you will never want to use the rokkit boys 2d6 run. Why you ask? Because the average on 2d6 is 7, one whole inch more then you would regularly get on a run. At the cost of one in 6 of your guys dying. You would feel pretty dumb for rolling 2d6 with a 30 man squad, ending up with 5, and losing 6 guys as casualties for your trouble.
Second, what grants us leadership rerolls? Boss poles grant rerolls on the stupid new mob chart. And the lucky strike stick only works for one guy and only on failed to hit, to wound, or saves.
This message was edited 1 time. Last update was at 2014/06/22 17:36:03
warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
2014/06/22 17:39:26
Subject: Re:Ork rumours - First post updated 20th June
I agree, Ere We ago on so many models is huge. Coupled with the ability to use it every turn. With 5pt Boyz. And with Boarding Planks it's 2" extra. And those Boyz may have 5++/5+++.
Orks are now fast and potentially more resilient. And Wierdboyz should have access to Daemonology, who wouldn't want Hammerhand or Sanctuary Orks?
I really think we need the Dex in hand to fully understand what the Army is capable of. Not just the limited snippets we've gotten so far.
No first reads or limited amounts of information really tell us what a Codex is capable of.
Melcavuk wrote: Definately says strength 7 in both the gun entry and weapon summary page.
No worries there Mel, i just got really tired of reading the same info over and over again and people who didn´t know how to read up on the thread.
Sorry, I came across as needlessly sensitive there, I'm multitasking between painting reading and posting so half the time i'm not paying full attention to what I'm typing
What are the command benefits of this detachment if any.
Rerollable warlord trait.
Any unit of 10 or more models that rolls 10 or more on their charge move before modifiers gains hammer of wrath. Only the starting model count is required to be over 10 when declaring the charge (so if you lose 2 to overwatch dropping you under 10 you still get hammer of wrath)
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
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2014/06/22 17:42:22
Subject: Re:Ork rumours - First post updated 20th June
Zagman wrote: I agree, Ere We ago on so many models is huge. Coupled with the ability to use it every turn. With 5pt Boyz. And with Boarding Planks it's 2" extra. And those Boyz may have 5++/5+++.
Orks are now fast and potentially more resilient. And Wierdboyz should have access to Daemonology, who wouldn't want Hammerhand or Sanctuary Orks?
I really think we need the Dex in hand to fully understand what the Army is capable of. Not just the limited snippets we've gotten so far.
No first reads or limited amounts of information really tell us what a Codex is capable of.
Shoota Boyz are 7 points. You would do well to read those "snippets" which by the way are pulled directly from a copy of the dex.
You're not getting 5++/5+++. I don't even know what that is. KFF used to be units within 6", now it's models within 6" and it doesn't measure from the hull of a vehicle once embarked. It also doesn't work in close combat and it costs the same as it did before. FNP gives you 5+, which makes that a viable option but you have to put a Painboy in the squad and obviously it only affects the squad in which you place the Painboy.
So if you have 6 squads of boyz, they're simply not getting 5++/5+++, whatever that is.
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak.
2014/06/22 17:42:29
Subject: Ork rumours - First post updated 20th June
Zagman wrote: I agree, Ere We ago on so many models is huge. Coupled with the ability to use it every turn. With 5pt Boyz. And with Boarding Planks it's 2" extra. And those Boyz may have 5++/5+++.
Orks are now fast and potentially more resilient. And Wierdboyz should have access to Daemonology, who wouldn't want Hammerhand or Sanctuary Orks?
I really think we need the Dex in hand to fully understand what the Army is capable of. Not just the limited snippets we've gotten so far.
No first reads or limited amounts of information really tell us what a Codex is capable of.
Shoota Boyz are 7 points. You would do well to read those "snippets" which by the way are pulled directly from a copy of the dex.
You're not getting 5++/5+++. I don't even know what that is. KFF used to be units within 6", now it's models within 6" and it doesn't measure from the hull of a vehicle once embarked. It also doesn't work in close combat and it costs the same as it did before. FNP gives you 5+, which makes that a viable option but you have to put a Painboy in the squad and obviously it only affects the squad in which you place the Painboy.
So if you have 6 squads of boyz, they're simply not getting 5++/5+++, whatever that is.
So I imagined reading Boyz cost 1pt less and Shoota is a 1pt Upgrade. Nope. It's still there jackass.
Yes, KFF is within 6", which is still a decent area of coverage, no longer what it was, but not terrible. Pain booze are ICs so FNP is doable.
Boyz are 6 pts for slugga, 7 for shoota. the "savin" is that stikkbombz are new free.
Koptas dropped 5 pints, rokkits is a free switch, and kept scout and hit'n'run
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:
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2014/06/22 17:52:32
Subject: Ork rumours - First post updated 20th June
Zagman wrote: I agree, Ere We ago on so many models is huge. Coupled with the ability to use it every turn. With 5pt Boyz. And with Boarding Planks it's 2" extra. And those Boyz may have 5++/5+++.
Orks are now fast and potentially more resilient. And Wierdboyz should have access to Daemonology, who wouldn't want Hammerhand or Sanctuary Orks?
I really think we need the Dex in hand to fully understand what the Army is capable of. Not just the limited snippets we've gotten so far.
No first reads or limited amounts of information really tell us what a Codex is capable of.
Shoota Boyz are 7 points. You would do well to read those "snippets" which by the way are pulled directly from a copy of the dex.
You're not getting 5++/5+++. I don't even know what that is. KFF used to be units within 6", now it's models within 6" and it doesn't measure from the hull of a vehicle once embarked. It also doesn't work in close combat and it costs the same as it did before. FNP gives you 5+, which makes that a viable option but you have to put a Painboy in the squad and obviously it only affects the squad in which you place the Painboy.
So if you have 6 squads of boyz, they're simply not getting 5++/5+++, whatever that is.
So I imagined reading Boyz cost 1pt less and Shoota is a 1pt Upgrade. Nope. It's still there jackass.
Yes, KFF is within 6", which is still a decent area of coverage, no longer what it was, but not terrible. Pain booze are ICs so FNP is doable.
slugga boys are 6 points, shoota boys are 7, not sure where your getting 5 points. They do come with stikkbombs standard now.
warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
2014/06/22 17:58:41
Subject: Ork rumours - First post updated 20th June
Melcavuk wrote: Boyz are 6 pts for slugga, 7 for shoota. the "savin" is that stikkbombz are new free.
Koptas dropped 5 pints, rokkits is a free switch, and kept scout and hit'n'run
So, in regards to free - sorry, "free" stikkbombz, does that work out to them being usable? I know that Orks are still throwing them last with most armies due to low Initiative, but wouldn't that still even out due to larger numbers? Assuming I can get a mob of, say, 20 sluggas charging into CC against 10 MEQ, wouldn't I still be doing some decent damage?
2014/06/22 18:01:01
Subject: Ork rumours - First post updated 20th June
Melcavuk wrote: Boyz are 6 pts for slugga, 7 for shoota. the "savin" is that stikkbombz are new free.
Koptas dropped 5 pints, rokkits is a free switch, and kept scout and hit'n'run
Then the first post in incorrect, which makes just about everything else suspect. Until I see a legit codex in my hands I'm reserving judgement.
So a mistype in summary invalidates the codex open on my screen?
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:
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2014/06/22 18:04:31
Subject: Ork rumours - First post updated 20th June
Melcavuk wrote: Boyz are 6 pts for slugga, 7 for shoota. the "savin" is that stikkbombz are new free.
Koptas dropped 5 pints, rokkits is a free switch, and kept scout and hit'n'run
Then the first post in incorrect, which makes just about everything else suspect. Until I see a legit codex in my hands I'm reserving judgement.
So a mistype in summary invalidates the codex open on my screen?
No, but not having legitimate information on front of me means I'm not going to trust some random person on the internet because I don't have reliable information. You are welcome to think, believe, and write off anything you wish.
Why do you care if I reserve judgement on a Codex until I actually get to read it?
Here's a quick list of things I see that have potential, in no particular order.
1. Super cheap warbuggies being a front line screen to soak up fire power and if you get to go first a quick alpha strike that can tag and kill MEQ, pop a rhino, throw some damage on dreads, etc. At their new cost, just absorbing 1 whole turn of fire power is nice.
2. Painboyz in general giving things that couldn't get FNP before FNP, but also in big boyz squads combined with either a KFF mek or ARD boyz. This means our boyz could have 5++ invul and 5+ FNP or 4+ armor and 5+ FNP. That is a big deal on 30 models compared to almost never getting to use a 6+ armor save.
3. New Unit combinations of Boyz (troops) supported by Tankbustas (elite) supported by Lootas (Heavy support) supported by the previously mentioned super cheap warbuggies (Fast attack). Boyz and Lootas are a good spread of high volume dakka while the Tankbusters and Buggies offer a large amount of S8, AP3, Rokkits, which in the buggies case are twin linked. I think a lot of people are underrating tankbustas just because they were so unplayable with their stupid special rule before.
4. Kind of covered a bit already but just how cheap Rokkits are now and how many units have access to them. It's possible to make a list that will just SHRED MEQ in power armor AND anything in the 10-12 AV range and of course with enough Rokkits you can still threaten AV13-14. A Battlewagon with it's own rokkits and a full load of tankbustas seems like it could be a thing.
5. Charging / Assault will not only be giving us more range but will be way more reliable with Ere we go and the old Waaaaagh!! back, and if you go the vehicle route boarding planks, etc. Yes I realize 6th/7th are shooting additions but at the end of the day if orks can charge something they probably should. There's nothing that says you can't shoot um up on the way and then charge! We'll just be able to do it better than before.
This message was edited 1 time. Last update was at 2014/06/22 18:11:12
2014/06/22 18:07:04
Subject: Re:Ork rumours - First post updated 20th June
First you will never want to use the rokkit boys 2d6 run. Why you ask? Because the average on 2d6 is 7, one whole inch more then you would regularly get on a run. At the cost of one in 6 of your guys dying. You would feel pretty dumb for rolling 2d6 with a 30 man squad, ending up with 5, and losing 6 guys as casualties for your trouble.
Second, what grants us leadership rerolls? Boss poles grant rerolls on the stupid new mob chart. And the lucky strike stick only works for one guy and only on failed to hit, to wound, or saves.
actually, first of all, 2d6 is a 7" average roll, it is awesome, the average roll of ONE dice is NOT 6" its 3.5"...
its not 1" more, its literally twice the average roll...so if you keep missing that basic principle of math it shows your lack of understanding of basic math, let alone lack understanding tactics of how to use this bonus to your advantage...
where as before we ALWAYS lost a guy on a 1, now we can pick and choose when to take the risk, we still only lose a guy on a 1, and get a save...
before, those rokkit boys got 12" +d6, and died on a one... with NO waaagh bonus.. and no charging after running,
now they move 12" +up to 2d6 run IF we want to risk losing guys on 1's, AND we get to run AND charge AND get to reroll a charge dice... that is a BUFF no matter how you cut it...
losing a few more boys, who just took a 30% price cut, is inconsequential to gaining a huge increase in threat range...
*sarcasm* OH noes! i loose an extra 6 pts of guys to dangerous terrain to get my guys into combat turn 1 or two, Id much rather lose the whole unit to shooting instead and not get into close combat to only lose 1-2 orks instead of 3-4, even though they are 30% cheaper...*/sarcasm*
if you are going to cry over losing a few of the free boys you just got from the rokkit boys pts decrease, dont run, its still a huge buff to rokkit boys they still move the same distance, ...
now you move 12" + d6 +2d6 to charge WITH a reroll on charge, before it was 12+d6+2d6 and die on ones.. so again, 100% buff, no negatives AT ALL...
warlord trait allows rerolls. even without re rolls, guard or any other ld 7 infantry will fail pinning checks MORE often then ld 7 orks with boss poles, so if you are not QQ'ing about IG ect dieing to pinning, a rule that is basically non existent in games, then just keep quite about it affecting orks as a game killer, because its simply not the threat you think it is.
This message was edited 4 times. Last update was at 2014/06/22 18:17:25
2014/06/22 18:11:01
Subject: Ork rumours - First post updated 20th June
This may be more tactics than rumours, but there are lots of ideas being hypothesized about in here, so what about this?
Use the special FOC to take 3 Painboy HQ's and 3 30-strong units of Ork Boyz for Troops.
Place 1 Painboy in each unit of Ork Boyz. You would then have 90 Ork Boyz with FNP.
Then take 2 two Morkanauts with KFF's.
Place 1 Morkanaut between each unit of Ork Boyz. Their KFF's should cover each unit of Ork Boyz.
Then take 1 Mek (slotless HQ, right? ...and 1 per HQ bought, right? So that gives you access to 3, but you would need only 2) to put in each Morkanaut to repair Hull Points.
You would then have 90 Ork Boyz with FNP and an invulnerable save, plus 2 self-repairing Morkanauts (with S10 AP 1 close combat weapons and S8 AP 2 blast weapons, by the way). That sounds kind of better than last edition, right?
After all of that, you should still have about 500 points to play with in a 2,000 points list. I guess you would want one more thing that is similar in AV to a Morkanaut to draw more fire, and some fast objective grabbers. The points in this list would definitely be stretched to their limit.
This message was edited 6 times. Last update was at 2014/06/22 18:22:42
2014/06/22 18:14:06
Subject: Re:Ork rumours - First post updated 20th June
A Town Called Malus wrote: A new method for killing Ork mobs will be mass pinning weapons it seems. Force lots of leadership tests, hope they start to kill each other on top of the wounds you're causing. End of the turn if they've taken 25% casualties then they can potentially end up taking a couple more thanks to Mob Rule.
I would see pinning weapons as a disaster for Orks because it forces all units in the codex to roll on the animosity chart including elite units, most of which have mere 6+ saves...
Are people forgetting that they have to fail the leadership test before rolling on animosity?
Also, pinning is a lot less common now that sniper and barrage weapons lost it.
Yeah I don't seem to get pinning checks all that often. Maybe I don't play opponents with stuff that causes them.
The posts about not wanting to be forced to use an unbound list or multiple detachments seem strange to me. As of 7th edition, those are part of the game. It is like saying I am going to play basketball without shooting 3 pointers because the 3 point shot is OP. Well ok, if you feel that way knock yourself out, but it IS part of the rule set like it or not, so don't get upset at people who are willing to try it first.
You cant see any problems with unbound? There are large amounts of units that are, point for point, much much better than anything in the ork codex (new or old), starting with unbound will just ruin the last little balance that exists.
I cant even begin to understand why people Think unbound is a good idea, we played like that 25 years ago.
2014/06/22 18:14:26
Subject: Re:Ork rumours - First post updated 20th June
Mob Chart
D6 Result
1 Born to Fight: Orks love fighting, and the prospect of a good punch-up will sometimes stop them from running off
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 Breaking Heads: The mob’s leader knocks a few heads together until the ladz settle down and get back in the fight.
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 Squabble: A brawl breaks out as the Orks decide what to do. When the dust settles, nobody can remember what the trouble was about in the first place.
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.
Has it been elaborated what happens when a mob WITHOUT a character rolls a "Breaking Heads" result? The rule as copied here doesn't specify that the unit fails the morale check, and if it doesn't fail, it doesn't specify that the unit takes any casualties (after all, there's no Nob to beat them up!)
2014/06/22 18:15:17
Subject: Ork rumours - First post updated 20th June
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. These hits are Randomly Allocated, but cannot be allocated to Ork characters (any excess hits are lost). If the unit does not include any Ork characters, it fails the Morale check or Pinning test
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:
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2014/06/22 18:15:35
Subject: Ork rumours - First post updated 20th June
2 - crash
3 - Collide (you and opponent both take a strength 9 hit)
4-9 - Bomb drops as normal
10-12 - Bomb drops as normal, in addition the bomber may fire and of their assault weapons at the target.
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:
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2014/06/22 18:21:47
Subject: Ork rumours - First post updated 20th June
Thanks, it's not too bad but I was hoping that the bomb would not scatter, still S7 AP2 barrage (as bombs are treated as barrage for resolving wounds) that only scatters d6 is pretty strong.
Can a battlewagon be taken as a dedicated transport or is it only a heavy support now? If so what units can take it as a DT?
I'm loving that Boyz charging out of a battlewagon with boarding planks and using Waaagh! Have a 83% chance of assaulting something 22” away (slightly more when taking into account ‘ere we go).
2014/06/22 18:22:39
Subject: Re:Ork rumours - First post updated 20th June
************** There is some duplication in this version of list. I haven't had my morning cup of cofee yet, and I'm going cross eyed trying to consolidate it. I will reformat this list when I get a chance******************
ARMY-WIDE RULES 'Ere We Go lets you re-roll 1 charge die.
Waaagh! allows all units with 'Ere We Go to run and and charge in the same turn.
WARBAND FORMATION So, been going over the Formation for an Ork Warband that's listed, that alone is pretty interesting. You have to take at least 60 boyz (6 units). But as stated previously, with this formation a WAAAGH! can be called every turn after the first.
That's at least 60 Boyz that can run AND charge in the same turn, every turn after the first. And with 'Ere we go they get to reroll one charge die. And this formation gives Hammer of Wrath to every unit over 10 models that has 'Ere we go, providing they roll over 10 for charge range. Looking at the wording, it's roll over 10, not charge over 10. "it successfully charges an enemy unit and the dice rolled for its charge range is 10 or more (before modifiers)".
And for comedy value; the Formation has to have a unit of Gretchin. So technically you get Grots with Hammer of Wrath.
HQs listed as
Zagstruk Grotsnik Gives fearless, rampage and FNP MekHQ, 1 per actual HQ bought, has Boy statline, must be put into an artillery or infantry unit before start of game.
Big Mek does not change FoC "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."
Painboy nob stats, urty/slugga. Confers FNP, is IC, can take a bike, no 'Eavy Armor
Weirdboy. 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. Can be upgraded to Psyker level 2. Power of the Waaagh! and Daemonlogy disciplines.
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), causes fear.
Warboss does not change FoC, klaw and big choppa same cost. Boss pole, Same statline, Slugga, Choppa, Stikkbombs. Can take 'eavy armour, mega armour, TL shoota and PK. May select items from: Ranged weapons list, Melee weapons list, Runts&Squigs list, Orky...
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.
Power of the Waaagh! Primaris power is Frazzle (Blast witchfire). 1WC
'Eadbanger is now a focussed witchfire. 1WC
Warpath is a self blessing 1WC
Da jump is what used to be 'ere we go 1WC
Killbolt is a beam attack. 2WC 18" S10 AP2 Beam
Power vomit is a template witchfire. 2WC S7 AP2 Template
Da Krunch is a barrage witchfire. 2WC S2d6 Large Blast, roll over 10 hit everything twice
Mob rule is replaced by the D6 roll on Mob Chart
Mob Chart D6 Result
1 Born to Fight: Orks love fighting, and the prospect of a good punch-up will sometimes stop them from running off
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 Breaking Heads:The mob’s leader knocks a few heads together until the ladz settle down and get back in the fight.
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 Squabble:A brawl breaks out as the Orks decide what to do. When the dust settles, nobody can remember what the trouble was about in the first place.
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.
Ork Characters cannot take wounds from Breaking Eads, so if you have a unit comprised of Ork characters they automatically pass when rolling this results.
Boss Pole - Each time a unit that includes at least one model with a Bosspole rolls on the Mob Rule table, you may choose to re-roll any result other than a Breaking Heads result. You must accept the result of the re-rollt.
Ork Tactical Objectives Shoot an enemy unit off the board,
Kill the enemy warlord in a challenge with your warboss,
Destroy an enemy unit in your assault phase (more units gone, more points)
Turbo boost 3 vehicles (or bike units)
Secure a random objective (roll a D6),
Charge more than 10 inches.
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
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 repair vehicles on 3+ (hull points, weapon destroyed or immobilised).
Da Lucky Stikk Can choose to reroll failed hit, wound or saving throws, if 3 of these rerolls fail in a single turn the model is removed
Headwoppa’s Killchoppa is a +2 str, AP5, two handed, rending choppa that beheads on a roll of 6 (insta death).
Warboss Gazbag’s Blitzbike Bike, Assault 3, AP 3, Str 6 twinlinked shots.
Orks kept furious charge, are susceptible to fear now
Stormboyz can NOT assault flyers
Meganobz still bulky and use 2 spots in transport
Kommandos got move through cover, stealth and infiltrate, no point hike
Ork boys Slugga boy is 6, Shoota boy is 7. Both come with stikkbombs as standard.
Lootas Heavy Support and cheaper (5 points less per squad)
Deffkoptaz 30 Points base, gun swaps are free, still a jetbike.
Buggies 25 points base, gun swap is free, up to 5, can outflank, don't get new weapons, do get Grot Riggers at 10 points.
Zzap Gun 2D6, gets hot on a 1-3 if you roll 11 or 12
Kannons unchanged
Lobbas unchanged
Stompa in as super heavy
Battle Wagon up 20 points.
Kustom Mega Slugga is a thing.
Not anything about FNP at all
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.
Killkannon 24 inch, STR7 ap3, large blast, Ordinance, still lowers transport on BW
Attack squig nerfed to 1 reroll in melee per turn
Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance
Planks Rules 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
ELITE
Nobz- 18 pts. Bikes in the Nob unit are +27 point upgrade. Nob Bikers are the same points as before (but nobs themselves cheaper), Eavy Armour got a point cheaper on the Nobz.
Manz- Kill saw is 10 points for the pair for mega nobz, replaces both weapons.
Waagh banner is 20 pts.
Trukk or Battlewagon for the Mega Nobz. 40 pts/model.
Tankbustas Elite, 65 pts. 2 pts/model cheaper. melta bombs, tank hunter, glory hogs- 2 vps for first blood on a tank, Tankhammer- str 8 AP3, unwieldy. 2 pt decrease/model. Bomb squig- Wargear, str 8 AP 4 can buy up to 3, works same as before, no risk to own unit. No longer have to shoot at nearest tank.
Tank Bustas Big Nob has access to Melee weapon list but cant actually take anything, Reasoning: Big Nob in Tank Busta unit is armed with Rokkit Launcha, Stick bombz, Tankbusta Bombz.
Melee weapon list: "A Model can replace their MELEE weapon with one of the following" So yes they can access the list, but have nothing to exchange to get a weapon
Burnas can take dedicated trukks , 75 pts. Unchanged.
Kommandos- Price drop. move through cover, stealth and infiltrate, stikkbombs, no shootas. Can take 2 burnas as one of their special weapons, however they can only take 2 in a mob. May include Snikkrot (doesnt take a slot if taken with Kommandos otherwise HQ) (shrouded on arrival, you pick an edge to outflank dont roll) Snikrot causes fear.
TROOPS
Ork boyz – 6 pts. +1 pt each for shootas. Units can pay for ‘eavy no longer restricted to 1 per army. One in 10 can take special weapon (Same but rokkit cheaper than it used to be). One model may be a Nob, may select from Ranged or Melee weapons list.
Gretchin- Runtherd comes with Grabba stick, can buy squig hound. If the unit breaks the hound causes D3 str 3 hits on the unit, and can then reroll the morale test.
Grot prod can exchange its attacks for a single double strength attack. AP -
Grabba reduces the enemies attacks by one
No special rules, at all
FAST
Stormboyz- For 30 points more than the old mob you get 30 Stormboys now. Jump Infantry, can run 2D6 instead of one but take dangerous terrain tests doing so. No longer blow themselves up.
Zagstruk- 6* pts. Slugga, choppa, eavy, stikkbombs, cybork, rokkit pack. 1 Less Wound, 1 Less Toughness than a Warboss. Hammer of wrath is str 8 AP2. Cant assault from deepstrike but is a HQ choice.
Deffkoptas- 30 pts each, 5 pt reduction. both its gun changes are now free. Other points stay the same
Buggies- 25 points, 5 pt reduction, up to 5, outflank. Skorcha same cost as before, trakk is a 5 point upgrade.
Warbikers- 18 pts, 7 pt reduction, no exhaust save, get +1 cover if they turbo boost now, otherwise no improved cover at all.
Dakkajets and blitza bombas- maxed out burna bommer now costs 180pts with red paint job. A maxed out blitza-Bommer cost 140pts with red paint job.
Dakka jet guns now only fire one more shot than normal on a Waaagh, not everything twice.
Blitza Bombs: 2D6, on a 2 you crash, 3 you and your target take a str 9 AP 2, otherwise you hit, with 12 meaning you can shoot your guns aswell. (str 7 AP2, large blast armour bane, one use only).
Burna Bombs str 5 AP4 large blast ignore cover. Skorcha Missiles str 5 AP4 small blast ignores cover.
HEAVY
Looted wagon- (found in WD not codex). 37 pts, 2 pt increase. 3 weapon upgrades all 5 pts each. Killkannon 30 pts.
Kans come in 6 packs, NO twin guns, NO Troop choice option, more expensive. 25% more expensive for the big shoota variant. , have special morale rule, test for panic when 25% have died, bouns for numbers and Deff Dread nearby, shaken if they fail.
Deff Dread- 80 Points, 5 pt increase, comes with 2 big shootas, rokkits are a free exchange. KMB are +5 point Exchange. Riggers are 10 points confer IWND. For the price of an old Deff Dread with 2 x Rokkits you can get a new Deff Dred with 2 x Kustom Mega Blastas and Grot Riggers. Deff Dreads can NOT be taken in squadrons
Flash gitz-
Gorka/Morkanaughts- arent assault vehicles and have no options to become one.
DT Trukk- 30 points. 5 pt reduction. Ramshackle- changed, now when you take a penetrating hit roll a D6, on a 6 that hit is now downgraded to a glancing hit. Dedicated transports available for burnas and tank bustas now.
Wreckin ball is a 3 inch range str 9 ap 4 D3 weapon.
Boarding planks- +2" on the charge the turn you disembark from an open topped vehicle with a plank
Deff Rolla- 10 pts. D3 instead of D6 hits now AP 4.
Red paint Job- +1 inch to flat out moves.
LOW
Ghazkul- Same cost, is eternal warrior. His warlord trait makes boyz within 12 inches fearless in a waaagh. Only one waaagh per game unless you are running a specific formation (which ghaz isnt in, so irrelevant sorry)
WARGEAR
Melee Weapons
Klaw- unchanged.
Kill Saws- armour bane.
Choppas- are just CCW.
big choppas- +2 strAP 5.
Ranged Weapons
twinlinked shootas and kombis
Runts & Squigs
surgical grot- reroll fnp ammo runt- reroll shooting to hit
attack squig- reroll cc to hit
grot oiler-
Orky Know-wots
Bike- Painboy's and Warbosses bike is 25 pts, a nob's bike is 27 pts.
Cybork- fnp 6+
Boss pole- reroll chart result.
Gitfinda- BS 3 if stationary.
Waaagh banner- +1 WS.
Zapp gun- 2D6, gets hot on a 1-3 if you roll 11 or 12
KFF- price hasnt changed. KFF is 5++ if embarked than vehicle gets this INSTEAD, explicitly just shooting. KFF can be combined with mega armour and bikes.
Shock attack gun- seems to be combinable with bikes. Double 6 is vortex.
Teleporta Blasta- small blast str 8 ap2, on a 6 its insta death or insta pen.
Grot riggas- IWND (5 points on Kans, 10 on dreds)
Weapons arent exchanged for many of the options on characters, the warboss for example reads "May take items from the Ranged Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork list"
There are other bits that do exchange weapons (taking mega armour for example). Relics are one of each per army (but can take multiple different ones)
Cheap IWND on vehicles (5 points on Kans, 10 on dreds)
Warboss/Bigmek Mega Armor Kit is a thing
Looted Wagons exclusive to White Dwarf
Big meks (non mega armour) with KFF cant take any non-relic ranged weapons. Reasoning:
KFF Replaces Slugga
Mek Weapons says "A model can replace their RANGED weapon with one of the following"
So no KMB or KMS on a non mega Big Mek
Waaagh! Banner All models in a unit add +1 to the Weapon Skill characteristic on their profile.
Killsaws Meks and Mega Nobz can take Killsaws (not buzz saws), which are armour bane power klaws. Normal nobz, and nobz in units do not have access to these.
Points cost varies (mega nobz pay 10 points to exchange both weapons for a pair of killsaws, Meks pay 20 to turn their choppas into a normal kill saw
Ty for this, have an exalt.
Dakkajets are now useless? Infact everything I have was nerfed. Ty GW it's not like I already auto lost every game I played.
Why take jets anymore when lootas are even better?
Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.
If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in.