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Made in us
Regular Dakkanaut






Still waiting to find out what the tellyport blasta actually DOES - don't think we've seen ALL the actual rules for it yet? It has a 12" range and can put down one (or more?) large blasts? Maybe.
   
Made in ca
Gargantuan Gargant






 Melcavuk wrote:
Ghaz cannot benefit from the Waagh every turn ability of the formation sadly. The formation says that if the formations warboss is the Warlord then they can use their Waaagh ability every turn.

Ghaz's ability says that if he is the Warlord he gets a 2+ invul (aswell as making boys fearless in a bubble and the usual stuff).

Since Ghaz cant be in the formation, and you cant have 2 warlord the two ability never coincide.


So since Ghaz is at exactly the same price point with nerfs (no +2A on the charge or in-built 5++ w/CB) does he add nothing other than being a slightly beefier Mega-Armoured WB? Does he even still have his Big Shoota?
   
Made in gb
Guardsman with Flashlight




Newcastle

 shamroll wrote:
Is there still a way to make Warbikers a troop choice? Like give a warbike to a warboss makes Warbikers troops, similar to space marine captains?



As it stands you have either the choice of taking Zhardsnark from FW as your warlord (provided they don't faq him and take away the ability)

Or you can go unbound.
   
Made in us
Waaagh! Warbiker





Maryland, US

 shamroll wrote:
Is there still a way to make Warbikers a troop choice? Like give a warbike to a warboss makes Warbikers troops, similar to space marine captains?


only through the FW Warboss

My P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/588540.page

DR:70SGMB++I+Pw40k10#--D+A++/hWD390R+T(Pic)DM+

Da Fast and Da Furious! about 5000pts (25% painted)
2000pts (50% painted) 
   
Made in gb
Stabbin' Skarboy





Colchester

So I mathhammered Ere We Go cant for the life of me work out how to put a table in here though.

First column is the result on the dice, second is your chance of getting a least that result if you use a reroll on a 1 or 2. third is using a reroll on 1,2 or 3 and the last is no rerolls


2 100.00% 100.00% 100.00%
3 99.54% 99.54% 97.22%
4 97.69% 97.69% 91.67%
5 93.98% 93.52% 83.33%
6 88.43% 86.57% 72.22%
7 78.24% 76.85% 58.33%
8 63.43% 64.35% 41.67%
9 46.30% 49.54% 27.78%
10 27.78% 33.33% 16.67%
11 13.89% 16.67% 8.33%
12 4.63% 5.56% 2.78%



Edited for spelling ∞ times

Painting in Slow Motion My Dakka Badmoon Blog

UltraPrime - "I know how you feel. Every time I read this thread, I find you complaining about something."

 
   
Made in us
Waaagh! Warbiker





Maryland, US

 Grimskul wrote:
 Melcavuk wrote:
Ghaz cannot benefit from the Waagh every turn ability of the formation sadly. The formation says that if the formations warboss is the Warlord then they can use their Waaagh ability every turn.

Ghaz's ability says that if he is the Warlord he gets a 2+ invul (aswell as making boys fearless in a bubble and the usual stuff).

Since Ghaz cant be in the formation, and you cant have 2 warlord the two ability never coincide.


So since Ghaz is at exactly the same price point with nerfs (no +2A on the charge or in-built 5++ w/CB) does he add nothing other than being a slightly beefier Mega-Armoured WB? Does he even still have his Big Shoota?


I see one (small?) advantage: he's not competing with other HQ anymore

My P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/588540.page

DR:70SGMB++I+Pw40k10#--D+A++/hWD390R+T(Pic)DM+

Da Fast and Da Furious! about 5000pts (25% painted)
2000pts (50% painted) 
   
Made in us
Grovelin' Grot Rigger





 streamdragon wrote:
I think he means effectiveness per point. Cost went up with no appreciable difference in output.

KFFs can only be on Big Meks and Morkanauts. So you're either still using an HQ slot for it, or using a HS slot (which is sadly just as crowded as HQ).

As to exploding, the *Naut is on a much bigger base than the Dredd or Kanz, so more radius of explosion essentially.


I still don't see that as eating up slots, though. I'm using Pain Boys to replace Big Meks with KFF's and Morkanauts to replace Deff Dreads/Killa Kanz.

In the Deff Dreads/Killa Kanz wall, 2 Big Meks with Kustom Force Fields would cost 170 pts. 2 Deff Dreads with Skorchas (for the sake of cheapness) would cost 210 pts. 90 Shoota Boyz would cost 540 pts. 9 Killa Kanz with Grotzookas would cost 405 pts. That's a total of 1325 pts. for 90 Shoota Boyz with a cover save for being behind the Dreads/Killa Kanz.

In the Morkanaut "wall", 3 Pain Boys would cost 150 pts. 90 Shoota Boyz would cost 630 pts. 2 Morkanauts with KFF's would cost 560 pts. That's a total of 1340 pts. for 90 Shoota Boyz with an invulnerable save and FNP.

That's a difference of 15 pts. The Shoota Boyz in the Morkanaut "wall" are obviously much more durable than the Shoota Boyz in the Deff Dreads/Killa Kanz wall. The question is, will the Morkanauts be as durable as the Deff Dreads and Killa Kanz?

The Morkanauts are two targets with AV 13 and 5 Hull Points per target, at a total of 10 Hull Points. 6 Killa Kanz are two targets with AV 11 and 2 Hull Points per target, at a total of 12 Hull Points. At this point, I would say the Morkanauts are more durable, but...add in 2 Deff Dreads and another unit of Killa Kanz, and I don't think the Morkanauts AV means as much as extra targets and extra Hull Points.

Also, we would have to find a way to compensate for the low AV fire support that the Lootas provided to the Deff Dread/Killa Kanz wall. Perhaps the reduced price in Deffkoptas and Tankbustas could bring down points for some roles and free up points for other roles. I don't know! Unknowns! Possibilities! Excitement!

Back to rumors!

This message was edited 1 time. Last update was at 2014/06/22 21:25:03


 
   
Made in ca
Tough-as-Nails Ork Boy





To Multimoog, PhillyT, and Ronin44 (when he comes around):

We're not actually sad or depressed, we're just talking about the rules and trying to figure out how they work. You don't have to try to cheer us up, we're actually enjoying talking about this!
Imagine us, if you will, at a coffee shop, smiles on our faces, and speaking in an animated and jovial fashion.

Tone doesn't carry well in text posts and I can understand how it might come off as abrasive when we're trying to emphasis something.
   
Made in no
Raging Ravener




Norway

I'M SO fething EXCITED FOR THIS CODEX! WAAAAAAAAAAAAAAAAAAAAAAAAAGH!! An assault army that doesn't need to have a 2++ rerollable or Invis to work? YES PLEASE!

Evolve, overcome, consume.  
   
Made in ca
Sneaky Kommando





 Bangbangboom wrote:

2 100.00% 100.00% 100.00%
3 99.54% 99.54% 97.22%
4 97.69% 97.69% 91.67%
5 93.98% 93.52% 83.33%
6 88.43% 86.57% 72.22%
7 78.24% 76.85% 58.33%
8 63.43% 64.35% 41.67%
9 46.30% 49.54% 27.78%
10 27.78% 33.33% 16.67%
11 13.89% 16.67% 8.33%
12 4.63% 5.56% 2.78%

You can measure the charge range in advance, so if you know that you need a ten for example and you roll double fours you would re-roll one of them. The odds of results above 8 should be slightly higher to reflect that you would also re-roll results higher than three if needed.

Edit for clarification: I'm not disputing the odds computed, just observing that this scenario doesn't actually give you the best possible odds for results above 8.

This message was edited 2 times. Last update was at 2014/06/22 21:30:41


Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! 
   
Made in us
Been Around the Block




Can someone post the cost of a weirdboy and his upgrades?

Also can someone post what each psychic ability does??

Thanks in advance guys

First Post!!
   
Made in ca
Gargantuan Gargant






HalfBlood wrote:
Can someone post the cost of a weirdboy and his upgrades?

Also can someone post what each psychic ability does??

Thanks in advance guys

First Post!!


Not to be a Kommissar Nob, but all this can be found on the front page. Try to check it out first before asking since it only requires a modicum of effort to find some of the stuff you're looking for. Welcome to Dakka!
   
Made in de
Dakka Veteran




 easysauce wrote:
Spoiler:
RedNoak wrote:
 easysauce wrote:


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...

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...

sorry but you are wrong.
first of all, you could use the extra d6 EACH turn, EVERY-TIME you moved! now, you dont do that because the risk is to high. so in almost every game the new stormboyz will be slower
secondly, the "could not charge" thingy was due to the rulechange of "fleet" in the 7th edition. before that you could charge in after running (by the way, this applies to all ork units) so if you compare them right, it would be (on the charging turn)

old: 12+d6+d6+2d6 (1 ork dies if a one is relloed)
new:12+2d6+2d6 (1/6 of the unit will die)

now tell me... how's that not a nerf?


because you have the rules wrong?

you only got the extra d6 when using the jump pack... and you could not run and charge before, so you have an extra d6 in your math that should not be there.

you can only use the jump pack ONCE as per turn BRB rules, and only when use it do you get the extra D6, its not added to every single charge/move automatically...

you dont/didnt get to add d6 to move AND + d6 charge distance the same turn...

it went from 12" + d6 special move, + 2d6 charge, roll a 1 lose a guy

before 7th edition, so back when the rules came out, stormboys had the whaagh! special rule wich allowed them to charge after using fleet

and then again. you're only looking at one turn. try to see a whole game. everytime you moved you added d6. then you could run. so 12"+d6+d6... EVERY TURN, with little risk of orks dying.
compare that the new rules. its the same distance but with 1/6th of the unit gone.
the only upside would be when your're chargin since you dont need to whaaagh. but in term of velocity and mobility its a straight up nerf
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

 Grimskul wrote:
 Melcavuk wrote:
Ghaz cannot benefit from the Waagh every turn ability of the formation sadly. The formation says that if the formations warboss is the Warlord then they can use their Waaagh ability every turn.

Ghaz's ability says that if he is the Warlord he gets a 2+ invul (aswell as making boys fearless in a bubble and the usual stuff).

Since Ghaz cant be in the formation, and you cant have 2 warlord the two ability never coincide.


So since Ghaz is at exactly the same price point with nerfs (no +2A on the charge or in-built 5++ w/CB) does he add nothing other than being a slightly beefier Mega-Armoured WB? Does he even still have his Big Shoota?


Honestly aside from having eternal warrior I cannot see any way in which Ghaz has improved in order to merit the move to Lord of War slot. his Waaagh ability is marginally better (2+ invul for a turn, fearless boys for same turn)). He still gets his big shoota.

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

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

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 
   
Made in gb
Stabbin' Skarboy





Colchester

Good point office waaagh, I may have another look at the numbers tomorrow.

Edited for spelling ∞ times

Painting in Slow Motion My Dakka Badmoon Blog

UltraPrime - "I know how you feel. Every time I read this thread, I find you complaining about something."

 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

Link to most recently compiled list of rumours is in my sig incase first post isnt upto date.

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

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

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 
   
Made in us
Growlin' Guntrukk Driver with Killacannon




USA, Maine

 Toburk wrote:
To Multimoog, PhillyT, and Ronin44 (when he comes around):

We're not actually sad or depressed, we're just talking about the rules and trying to figure out how they work. You don't have to try to cheer us up, we're actually enjoying talking about this!
Imagine us, if you will, at a coffee shop, smiles on our faces, and speaking in an animated and jovial fashion.

Tone doesn't carry well in text posts and I can understand how it might come off as abrasive when we're trying to emphasis something.


Oh I'm not accuse anyone in particular. I am responding to the nearly non-stop doomsaying bouncing around and the typical calls of how this codex cannot be anything but a complete failure.

It is of course normal, these things happen. People are in the post wish list/first heartbreak mode and they cannot see where things might get better. I am positive that this list is a significant bump over the last edition in many ways.

Better shooting, way better options for dealing with vehicles (tankbustas with tank hunter, blitz bomma, mek guns) and a return to being able to charge with decent odds.

Painted armies:

Orks: 11000 points
Marines: 9500 points
Khorne Marines: 2500 points
Khorne Demons: 1500 points 
   
Made in ca
Tough-as-Nails Ork Boy





 Melcavuk wrote:
Honestly aside from having eternal warrior I cannot see any way in which Ghaz has improved in order to merit the move to Lord of War slot. his Waaagh ability is marginally better (2+ invul for a turn, fearless boys for same turn)). He still gets his big shoota.


Ghaz already had EW in 4th edition (its under the rules for his adamantium skull). It was just written out long-hand as the EW USR didn't exist back then.
   
Made in gb
Stabbin' Skarboy





crewe

Tbh in loving the new ork codex, will miss my mob bikers, but were orkz gorkdamnit!!!! WE LEARN TO ADAPT! Or we forget how we did it in the first place haha only list ive ever had problems with was the flying daemon list but this book gives me and others a glimmer of hope WEZ DA BIGGEST 'N' STRONGEST DERE IZ, 'N' ILL STOMP YA FLAT IF YA TINK OUVVA WISE YA 'UMIE LOVIN' SQUIG FARMA!!

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

 deffrekka wrote:
Tbh in loving the new ork codex, will miss my mob bikers, but were orkz gorkdamnit!!!! WE LEARN TO ADAPT! Or we forget how we did it in the first place haha only list ive ever had problems with was the flying daemon list but this book gives me and others a glimmer of hope WEZ DA BIGGEST 'N' STRONGEST DERE IZ, 'N' ILL STOMP YA FLAT IF YA TINK OUVVA WISE YA 'UMIE LOVIN' SQUIG FARMA!!


You crewe boyz iz runty gits.



Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
Made in gb
Stabbin' Skarboy





crewe

Awww Staffordshire grot lovers

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

 deffrekka wrote:
Awww Staffordshire grot lovers


Yu wuz born the wrong side of the a500. A few miles south you could have been awesome, like us.



Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
Made in gb
Stabbin' Skarboy





crewe

I was born in Italy hahaha

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

 deffrekka wrote:
I was born in Italy hahaha


No ones perfect



Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
Made in gb
Stabbin' Skarboy





crewe

Well i can name a few who are


Automatically Appended Next Post:
Back to ork rumours now

This message was edited 1 time. Last update was at 2014/06/22 22:16:01


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

 deffrekka wrote:
Well i can name a few who are

There's quiet a few who think they are, Most of them are on dakka, as you'll find out.



Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
Made in gb
Stabbin' Skarboy





crewe

Yeah ive noticed that there's a few head strong people on here but other than that most are willing to help each other and have a laugh

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

 deffrekka wrote:
Yeah ive noticed that there's a few head strong people on here but other than that most are willing to help each other and have a laugh


If you don't have sense of humour, why are you playing orks. Back to topic.



Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
Made in us
Most Glorious Grey Seer





Everett, WA

I decided to mitigate the expense of the Flash Gitz box by digging up an old box of Nobz and getting a set of AoBR Nobz. That "should" give me 15 Flash Gitz once I'm done.


 
   
Made in au
Regular Dakkanaut




huh. you cant preorder the warboss edition in AU anymore, but you can in the US. Guess we didnt get many copies down here!
   
 
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