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![[Post New]](/s/i/i.gif) 2014/06/22 22:36:54
Subject: Ork rumours - First post updated 20th June
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Lieutenant Colonel
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hmmm...
so 3 HQ,
and ghaz...
so 4 warbosses...
now put them in large artillary squads for t7, grant slow + purpose to the unit...
mmmmmmmm
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![[Post New]](/s/i/i.gif) 2014/06/22 22:48:19
Subject: Ork rumours - First post updated 20th June
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Waaagh! Warbiker
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easysauce wrote:hmmm...
so 3 HQ,
and ghaz...
so 4 warbosses...
now put them in large artillary squads for t7, grant slow + purpose to the unit...
mmmmmmmm
I've seen a few here saying the artillery would gain SnP but isn't that a bit "cheating", or should I rather say, a not really fair interpretation of the rules?
never had an FAQ to make sure that was not how it should be played?
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![[Post New]](/s/i/i.gif) 2014/06/22 23:00:53
Subject: Ork rumours - First post updated 20th June
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Lieutenant Colonel
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nflagey wrote: easysauce wrote:hmmm...
so 3 HQ,
and ghaz...
so 4 warbosses...
now put them in large artillary squads for t7, grant slow + purpose to the unit...
mmmmmmmm
I've seen a few here saying the artillery would gain SnP but isn't that a bit "cheating", or should I rather say, a not really fair interpretation of the rules?
never had an FAQ to make sure that was not how it should be played?
how is it cheating to follow the rules?
S+P give you some disadvantages to the whole unit, so long as one model has the rule, IE no run no over watch,
but also gives the whole unit advantages, like may move and fire heavyordnance and still charge too , artillary still cant charge though so you have to separate them eventually for HTH
no worse then giving shrouded to a whole unit when only one model has the USR.
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This message was edited 2 times. Last update was at 2014/06/22 23:05:33
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![[Post New]](/s/i/i.gif) 2014/06/22 23:08:17
Subject: Ork rumours - First post updated 20th June
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Waaagh! Warbiker
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easysauce wrote: nflagey wrote: easysauce wrote:hmmm...
so 3 HQ,
and ghaz...
so 4 warbosses...
now put them in large artillary squads for t7, grant slow + purpose to the unit...
mmmmmmmm
I've seen a few here saying the artillery would gain SnP but isn't that a bit "cheating", or should I rather say, a not really fair interpretation of the rules?
never had an FAQ to make sure that was not how it should be played?
how is it cheating to follow the rules?
S+P give you some disadvantages to the whole unit, so long as one model has the rule, IE no run no over watch,
but also gives the whole unit advantages, like may move and fire heavyordnance and still charge too , artillary still cant charge though so you have to separate them eventually for HTH
no worse then giving shrouded to a whole unit when only one model has the USR.
I'm sure you understood what I meant, and I did put quote on the word "cheating".
The point was, that it's not really in the spirit of the rule I would say: being so heavy but strong that the model can shoot heavy weapons while moving ... that is, in the spirit, for MegaNobz but not for Mek Gunz
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![[Post New]](/s/i/i.gif) 2014/06/22 23:08:58
Subject: Ork rumours - First post updated 20th June
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Stabbin' Skarboy
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Meganobs with killsaws with a weird boy could possibly mean 6 str 9 ap 2 armour and attacks on the charge and then a sneaky deeostrike away next turn
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How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2014/06/22 23:24:27
Subject: Ork rumours - First post updated 20th June
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Longtime Dakkanaut
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nflagey wrote:I'm sure you understood what I meant, and I did put quote on the word "cheating".
The point was, that it's not really in the spirit of the rule I would say: being so heavy but strong that the model can shoot heavy weapons while moving ... that is, in the spirit, for MegaNobz but not for Mek Gunz
Just imagine the Megaboss pulling the guns behind him as he lumbers forward while the grots fire away at anything in sight
But yeah. That one will get FAQed pretty soon I guess.
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Waaagh an' a 'alf
1500 Pts WIP |
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![[Post New]](/s/i/i.gif) 2014/06/22 23:32:55
Subject: Ork rumours - First post updated 20th June
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Lieutenant Colonel
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Kosake wrote: nflagey wrote:I'm sure you understood what I meant, and I did put quote on the word "cheating".
The point was, that it's not really in the spirit of the rule I would say: being so heavy but strong that the model can shoot heavy weapons while moving ... that is, in the spirit, for MegaNobz but not for Mek Gunz
Just imagine the Megaboss pulling the guns behind him as he lumbers forward while the grots fire away at anything in sight
But yeah. That one will get FAQed pretty soon I guess.
I think its working as intended, makes fluff sense too if thats what the issue is with it.
unit moves slower, but more purposeful, as the USR suggest, plenty of USR's confer upon units to buff them, sowhy should orks not be able to buff stuff?
makes no sense that marker lights "extra light" somehow makes tau bs 5 or ignores cover (ooo its so bright it burns our eyes into extra shootyness!) but hey, its how the rule works so go for it.
I see it as the Ork warboss kicks the grots forward, threatens, ect to "encourage" them to move and shoot, but they are too scared/busy to run, cant overwatch, cant sweeping advance, and cannot charge, not at all over powered, not at all unfluffy given the art rules in the first place.
makes more fluff sense then the guns toughness being used in the first place, but thats a core mechanic for two editions now, so its is definitely RAI and RAW at this point.
either way, with the new formation looks like a lot of goodness to be excited over, dependable charges, formations that grant us HOW on good charge rolls? good stuff.
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![[Post New]](/s/i/i.gif) 2014/06/22 23:34:37
Subject: Ork rumours - First post updated 20th June
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Hollerin' Herda with Squighound Pack
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There is no benefit to give artillery SNP.
They do get relentless but they they still can't shoot on the move, because of their own rules.
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![[Post New]](/s/i/i.gif) 2014/06/22 23:37:50
Subject: Ork rumours - First post updated 20th June
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Lieutenant Colonel
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Greyhound wrote:There is no benefit to give artillery SNP.
They do get relentless but they they still can't shoot on the move, because of their own rules.
re read artillary rules, there is nothing in there restricting them from moving and shooting beyond their weapon profile of "heavy" ect and they dont gain relentless, they gain S+P, lots of differences between them
either way, its up to 4 2+ guys with t7 against shooting, fun stuff.
keeping in mind it does totally, and royally, screw you over if you get assaulted lose combat, likely with grots, and you get auto sweeping advanced :(
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This message was edited 2 times. Last update was at 2014/06/22 23:40:11
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![[Post New]](/s/i/i.gif) 2014/06/22 23:49:13
Subject: Ork rumours - First post updated 20th June
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Dakka Veteran
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I did not see this asked or missed it. Do meks and big meks still have tools to repair on a 4+ ? Or did the tools change ?
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2014/06/22 23:53:08
Subject: Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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Dakkafang Dreggrim wrote:I did not see this asked or missed it. Do meks and big meks still have tools to repair on a 4+ ? Or did the tools change ?
5+
Or with Da Fixer Upperz tools its a 3+ (its a relic)
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![[Post New]](/s/i/i.gif) 2014/06/22 23:59:11
Subject: Ork rumours - First post updated 20th June
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Grovelin' Grot Rigger
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Also, let's talk about fluff. The old codex had write ups about the clans and gave small mentions of the units each clan had an affinity for using. Is there anything like that in the new codex, or are they trying to push clans in a more generic direction, with no mention of each clan having an affinity for certain units over others?
Also also, how many points is a Stompa? I'm sure I missed that, but I can't find anything in all of the posts.
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This message was edited 1 time. Last update was at 2014/06/22 23:59:44
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![[Post New]](/s/i/i.gif) 2014/06/23 00:04:17
Subject: Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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Zog Off wrote:Also, let's talk about fluff. The old codex had write ups about the clans and gave small mentions of the units each clan had an affinity for using. Is there anything like that in the new codex, or are they trying to push clans in a more generic direction, with no mention of each clan having an affinity for certain units over others?
Also also, how many points is a Stompa? I'm sure I missed that, but I can't find anything in all of the posts.
Theres a page on each Klan, focusing on who they are, what they do, typical fighting style along with an artistic picture of a "typical" member of each klan. And a blurb for each focusing on either a notable unit or character they use.
770, well lets call it 800 because who wouldnt take grot riggers for IWND on a 12 hull point super heavy
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This message was edited 1 time. Last update was at 2014/06/23 00:05:08
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![[Post New]](/s/i/i.gif) 2014/06/23 00:04:41
Subject: Ork rumours - First post updated 20th June
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Krazed Killa Kan
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Is the release date the 29th? I see the ship date is 28th?
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![[Post New]](/s/i/i.gif) 2014/06/23 00:04:59
Subject: Ork rumours - First post updated 20th June
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Waaagh! Warbiker
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Melcavuk wrote: Zog Off wrote:Also, let's talk about fluff. The old codex had write ups about the clans and gave small mentions of the units each clan had an affinity for using. Is there anything like that in the new codex, or are they trying to push clans in a more generic direction, with no mention of each clan having an affinity for certain units over others?
Also also, how many points is a Stompa? I'm sure I missed that, but I can't find anything in all of the posts.
Theres a page on each Klan, focusing on who they are, what they do, typical fighting style along with an artistic picture of a "typical" member of each klan. And a blurb for each focusing on either a notable unit or character they use.
770
Can it be customized or not?
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![[Post New]](/s/i/i.gif) 2014/06/23 00:05:33
Subject: Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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Its only options are more super rokkits or grot riggers.
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![[Post New]](/s/i/i.gif) 2014/06/23 00:24:38
Subject: Re:Ork rumours - First post updated 20th June
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Grovelin' Grot
Norway
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After reading though the last 50 pages or so of this thread and figuring out what all the changes are, I still have to say there are changes I don't like, but overall I think I will have a lot of fun with the new codex still.
The things i have trouble accepting is:
1. No more invulnerable saves. I had hoped to be able to at least give my Warboss a 4++, but looks like that aint happening. I cannot for the life of me understand who would think that it seemed like a good idea to remove any ability to give Orks a real (ignoring the KFF) invulnerable save.
2. The change to mob rule was unnecessary, and slows the game down.
3. Removing Looted Wagons from the game, and then putting the rules in a magazine that I, living where I do, have no local vendor that sell it. (I will get the rules online. same as any other "DLC" GW might decide to make for us  . That  should be free as far as I'm concerned, but that''s a whole other discussion for some other time and place...)
4. Overcrowded Heavy Support section.
There is more, but in the end I will buy the codex and use it, cause Orks are what I like and Orks are what I play. Outside of no true invulnerable saves (WHY?), I think the codex will be pretty good, fun and as balanced as GW usually rules get
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![[Post New]](/s/i/i.gif) 2014/06/23 00:35:12
Subject: Ork rumours - First post updated 20th June
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Flashy Flashgitz
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Melcavuk thanks for sharing and taking your time to answer questions.
Release is gonna be orksome. We have more dakka, cheaper joy toys and more assaulting.
Remember kids - chop the shoota ones, shoot the choppy ones.
Oh and a couple of questions: Painboy is 50 pts. Big mek with KFF is same price as previous codex, korrekt? I am of course referring to what it will cost to make the durable boyz of doom
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With love from Denmark
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![[Post New]](/s/i/i.gif) 2014/06/23 00:41:14
Subject: Ork rumours - First post updated 20th June
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Hollerin' Herda with Squighound Pack
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This is a total jerk move but the Dread Mob need updating fast. The rules over there are completely open to cherry-picking the best cost of each codex, like cheaper Shoota boys.
Having said that, and assuming the minum change possible (units costed and corrected to match core codex) some clear winners are still available in the codex:
- Rokkit Kans seem to be the way to go YET, the Mega tank would appear to yield more resilience, and shots for a lower cost.
Has anyone tried to build a 7th ed list yet with the leaks?
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![[Post New]](/s/i/i.gif) 2014/06/23 01:03:50
Subject: Ork rumours - First post updated 20th June
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[ARTICLE MOD]
Fixture of Dakka
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easysauce wrote:hmmm...
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so 4 warbosses...
now put them in large artillary squads for t7, grant slow + purpose to the unit...
Yeah, that's orky as all hell...
Livingcover wrote:After reading though the last 50 pages or so of this thread and figuring out what all the changes are, I still have to say there are changes I don't like, but overall I think I will have a lot of fun with the new codex still.
The things i have trouble accepting is:
1. No more invulnerable saves. I had hoped to be able to at least give my Warboss a 4++, but looks like that aint happening. I cannot for the life of me understand who would think that it seemed like a good idea to remove any ability to give Orks a real (ignoring the KFF) invulnerable save.
2. The change to mob rule was unnecessary, and slows the game down.
Absolutely. I'm wait until I play some games to make a final judgement, but I think this is just another example of how GW doesn't know what the hell they're doing, and think random tables will fix everything. And they don't know how people actually play the game.
Since the new marine codex came out, I haven't played a single game against a marine opponent that wasn't running an Eternal Warrior chapter master with 4 wounds and a 3+ inv. save. Not one. Yet, orks can't even have a 5+?
Mob rule has gotten progressively worse through the editions. 3rd ed, you got a mob size roll, with a number of units that would be expected to be smaller, like warbikes, being naturally fearless. 4th ed screwed small units. Now we're just going to self-destruct. Did nobs get any sort of boost, or are they still Ld 7?
I can't believe they made shoota boys more expensive either.
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![[Post New]](/s/i/i.gif) 2014/06/23 01:11:55
Subject: Re:Ork rumours - First post updated 20th June
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Been Around the Block
Earth
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Livingcover wrote:After reading though the last 50 pages or so of this thread and figuring out what all the changes are, I still have to say there are changes I don't like, but overall I think I will have a lot of fun with the new codex still.
The things i have trouble accepting is:
1. No more invulnerable saves. I had hoped to be able to at least give my Warboss a 4++, but looks like that aint happening. I cannot for the life of me understand who would think that it seemed like a good idea to remove any ability to give Orks a real (ignoring the KFF) invulnerable save.
2. The change to mob rule was unnecessary, and slows the game down.
3. Removing Looted Wagons from the game, and then putting the rules in a magazine that I, living where I do, have no local vendor that sell it. (I will get the rules online. same as any other "DLC" GW might decide to make for us  . That  should be free as far as I'm concerned, but that''s a whole other discussion for some other time and place...)
4. Overcrowded Heavy Support section.
There is more, but in the end I will buy the codex and use it, cause Orks are what I like and Orks are what I play. Outside of no true invulnerable saves (WHY?), I think the codex will be pretty good, fun and as balanced as GW usually rules get
Agreed basically what I have been thinking this whole time.
Also this may have been said but haven't seen it in any recent posts, or the summary on the first post, but can someone give me the stats for the tank hammer and bomb-squigs.
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- 5000
1000 (WIP)
500 (WIP)
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![[Post New]](/s/i/i.gif) 2014/06/23 01:13:49
Subject: Ork rumours - First post updated 20th June
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Storm Trooper with Maglight
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Wait, so can Ghaz be taken with that formation that allows a WAAAGH!!! on every turn? If he can, then I feel like he has "Prophet of the Waaagh!!!" as a warlord trait. WAAAGH!!! on every turn with fearless mobs? Sign me up.
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![[Post New]](/s/i/i.gif) 2014/06/23 01:24:54
Subject: Ork rumours - First post updated 20th June
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Daemonic Dreadnought
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Is KFF a 5+ cover or invo?
Mek or big mek only?
Can multiple meks take it?
Manz sound pretty good if they can get FNP and an Invo.
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This message was edited 1 time. Last update was at 2014/06/23 01:25:25
Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2014/06/23 01:28:40
Subject: Ork rumours - First post updated 20th June
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Devastating Dark Reaper
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Datz were my squigz from. E'z ded bitey!
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![[Post New]](/s/i/i.gif) 2014/06/23 01:29:17
Subject: Ork rumours - First post updated 20th June
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Gargantuan Gargant
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schadenfreude wrote:Is KFF a 5+ cover or invo? Mek or big mek only? Can multiple meks take it? Manz sound pretty good if they can get FNP and an Invo. Seems like you're pretty late to the party because this was pointed out in the very first post of the thread. KFF give 5+ invuln. and can be taken only by Big Meks (and the Morkanaut) but only works against shooting and if the unit that has it embarks onto a transport it only protects the transport so no more KFF bubbles coming out of battlewagons. Please check out the first post of the thread next time, a lot of the same questions are being repeated that can be easily answered if you perused a little through the first post.
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This message was edited 1 time. Last update was at 2014/06/23 01:30:17
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![[Post New]](/s/i/i.gif) 2014/06/23 01:29:18
Subject: Ork rumours - First post updated 20th June
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Regular Dakkanaut
Bismarck ND
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I suggested something about the warbosses/mad dokk and artillery unit in the tactics when we got the preview in the WD.... Mad they called me.... Mad I say!
http://www.dakkadakka.com/dakkaforum/posts/list/600282.page
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This message was edited 1 time. Last update was at 2014/06/23 01:37:18
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![[Post New]](/s/i/i.gif) 2014/06/23 01:32:44
Subject: Ork rumours - First post updated 20th June
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Daemonic Dreadnought
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I got the no bubbles out of wagons part, standard DA field. Do morkanaights project a bubble?.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2014/06/23 01:33:20
Subject: Ork rumours - First post updated 20th June
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Gargantuan Gargant
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schadenfreude wrote:I got the no bubbles out of wagons part, standard DA field. Do morkanaights project a bubble?.
Yes, so far they are the only ones that seem to be able to do what the old KFF effectively used to do.
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![[Post New]](/s/i/i.gif) 2014/06/23 02:01:02
Subject: Ork rumours - First post updated 20th June
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Sneaky Kommando
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Grimskul wrote: schadenfreude wrote:I got the no bubbles out of wagons part, standard DA field. Do morkanaights project a bubble?.
Yes, so far they are the only ones that seem to be able to do what the old KFF effectively used to do.
Or grotz, for that sweet sweet 5+ cover save. You can get a fair number of the little blighters too for the cost of a Big Mek and his KFF.
As far as I know, Big Meks with KFF are still available as infantry. Two of them would give you a 5++ bubble two foot across on the table, should be enough to cover a couple of full sized units of Boyz (or the ones at the front that'll be taking the casualties, at least). And with the new Ork formation you'd still have an HQ slot left for a Painboy or a Warboss, or another Big Mek with KFF for a three foot wide bubble. Being an invul now means you can tell all those Blueys and Humies with their ignores cover to tell it to yer choppa. The infantry advance covered by KFFs will need to be modified, but it's hardly dead I'd say.
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Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! |
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![[Post New]](/s/i/i.gif) 2014/06/23 02:21:15
Subject: Ork rumours - First post updated 20th June
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Regular Dakkanaut
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I played that new 5++ KFF Advance army a few weeks ago with some IA8 Painbosses (AKA The New Painboyz). They did really well as far as saves are concerned and will likely become a VERY popular standard.
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