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2014/06/23 06:44:34
Subject: Ork rumours - First post updated 20th June
So, from what I have seen so far from myself and comments from others.
The Bad and Terrible:
Wazdakka and Oldzogwart removed: They were removed because no one used them, because they were badly designed and none of the codex was built to make a good army for them.
Flash Gits - We finally get a flashgitz models and the rules for them are complete trash.
Other than an actual model for it which many say looks terrible, The Looted Wagon has almost the exact same Terrible rules as it did before.
Instead of lowering the cost of Lootas and Tank Bustas, They thought it was a good idea to increase their already almost land raider cost even higher.
Waagh is ruined.
GHAZ IS NERFED!!! WTF?! Ghazzy was our only viable option for a HQ after 1850 points! The moment a list takes anyone else after that and our whole army collapses. wtf?
They never nurfed the HQ's from the other armies from older codexes. In fact they got stronger and even more powerful. Plus ghazzy is an Warhammer 40k Icon...so why?
The Meh:
Morka and gorka Naughts
Designs of the new models
Grots and Gretchen
Boys are uninspired. Still cannot take the options they should be able too.
Waagh is slightly better.
Stormboys can assault flyers apparently
The Good:
????
Deep striking mega armor I guess?
I am just not hearing much good about the codex from ney sayers right now.
Come on Neysayers~! Gimme some glimmers of hope here!
Vasarto wrote: So, from what I have seen so far from myself and comments from others.
The Bad and Terrible:
Wazdakka and Oldzogwart removed: They were removed because no one used them, because they were badly designed and none of the codex was built to make a good army for them.
Flash Gits - We finally get a flashgitz models and the rules for them are complete trash.
Other than an actual model for it which many say looks terrible, The Looted Wagon has almost the exact same Terrible rules as it did before.
Instead of lowering the cost of Lootas and Tank Bustas, They thought it was a good idea to increase their already almost land raider cost even higher.
Waagh is ruined.
GHAZ IS NERFED!!! WTF?! Ghazzy was our only viable option for a HQ after 1850 points! The moment a list takes anyone else after that and our whole army collapses. wtf?
They never nurfed the HQ's from the other armies from older codexes. In fact they got stronger and even more powerful. Plus ghazzy is an Warhammer 40k Icon...so why?
The Meh:
Morka and gorka Naughts
Designs of the new models
Grots and Gretchen
Boys are uninspired. Still cannot take the options they should be able too.
Waagh is slightly better.
Stormboys can assault flyers apparently
The Good:
????
Deep striking mega armor I guess?
I am just not hearing much good about the codex from ney sayers right now.
Come on Neysayers~! Gimme some glimmers of hope here!
You need to reread the info
2014/06/23 06:50:45
Subject: Ork rumours - First post updated 20th June
Dakkamite wrote: I don't even remember what that does, since no Orks got it last edition and I haven't bothered to read 7th.
Like, re-roll armour pen?
Yep reroll armor pens.
Automatically Appended Next Post: Is a list unable to waaaaagh without a warboss?
This message was edited 1 time. Last update was at 2014/06/23 06:59:46
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.
2014/06/23 07:02:24
Subject: Re:Ork rumours - First post updated 20th June
They're better than before, however, taking pure gak and improving it by 50%... is that enough to make it any good?
10 TBs for 130 points, 3.33 hits, and then like... .75 pens against AV13 with the reroll? Within 24", in a vehicle that dies easily and takes them all with it? Same number of glances.
My math is awful these days, so those numbers are probably off... but that doesn't seem too great. I'd much rather gamble to glance it to death with Lootas. Against AV14, 6's to glance is honestly worse than being unable to glance, because it tricks you into wasting shots!
Dunno how good they are in CC v. tanks anymore. But most Orks could trash most vehicles in CC anyway.
@Vasarto: I really don't understand that post, almost nothing you said is true.
This message was edited 2 times. Last update was at 2014/06/23 07:27:31
2014/06/23 07:15:18
Subject: Ork rumours - First post updated 20th June
Seeming Tankbustas now don't compete for the same FOC slot as lootas, I can see them being taken.
And since they now don't have to target tanks, we have another good source of anti MEQ. Admittedly, they aren't ZOMG awesome, but they are better and more competitive.
2014/06/23 07:20:03
Subject: Ork rumours - First post updated 20th June
My phone is going full slow tonight please excuse format errors.
anyhow that is 3 hp on av12
3.55HP on av11
2.22Hp On av13
Automatically Appended Next Post: Tank hunter and meltabombs means av13 walkers and knights are toast in cc
This message was edited 1 time. Last update was at 2014/06/23 07:27:28
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.
2014/06/23 07:32:50
Subject: Ork rumours - First post updated 20th June
Hmmm, that's true. but do we have other tools to do this better? tank hunter and melta bombs is pretty nice on a very fast (even if paper thin) transport.
5000+
2014/06/23 07:44:12
Subject: Ork rumours - First post updated 20th June
Battle wagons are not thin. Upgrade one with a kill cannon and pack 12 Tankbustas in.
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.
2014/06/23 07:49:16
Subject: Ork rumours - First post updated 20th June
schadenfreude wrote: Battle wagons are not thin. Upgrade one with a kill cannon and pack 12 Tankbustas in.
Battlewagons only have av 12 on the sides, have a very side-heavy profile (if you use the given kit), and cannot take riggers for IWND.
They're also going to be 110 points baseline now.
You're looking at nearing 400 points packed into that single unit, which actual dedicated anti-tank will be able to make very short work of. Orks are about target saturation.. Rolling 20% of your total points (assuming 2k points game) into one unit is anything but.
schadenfreude wrote: Battle wagons are not thin. Upgrade one with a kill cannon and pack 12 Tankbustas in.
Battlewagons only have av 12 on the sides, have a very side-heavy profile (if you use the given kit), and cannot take riggers for IWND.
They're also going to be 110 points baseline now.
You're looking at nearing 400 points packed into that single unit, which actual dedicated anti-tank will be able to make very short work of. Orks are about target saturation.. Rolling 20% of your total points (assuming 2k points game) into one unit is anything but.
296 Points I think. Gun upgrade is only 30 now?
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.
2014/06/23 07:56:30
Subject: Re:Ork rumours - First post updated 20th June
44Ronin wrote: They're not a firebase unit, so I wouldn't bother with the wagon.
I would always try to close onto AV14 vehicles. Pinging them at range with rokkits is dumb.
defacto meltabombs + tank hunters rule will really really hurt AV14.
They won't get close enough to charge av14 without a wagon.
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.
2014/06/23 08:02:58
Subject: Ork rumours - First post updated 20th June
schadenfreude wrote: Battle wagons are not thin. Upgrade one with a kill cannon and pack 12 Tankbustas in.
im
Give it 4 rokkits and thats 16 a turn including TB's. rokkits gallore.
Flank that with trukks with MSU Meganob units, MegaWarbosses and painboys, atleast thats what im thinking the megaboss with lucky stikks re-rolling his 2+, combined with the warlord traits and he should be one CC monster.
Even with the mob rule change target saturation is still a viable strategy imo, I have always found small MANz units in trukks either draw enough attention and dont make there points back, or are ignored and wreck face. (casual play perspective). with the fact now that we can bring a painboy, warboss and a megamek in a unit if we choose to is really nice. Although I think the megamek seems a slight waste unless its a BW, the fact the KFF is to the vehicle only makes it way to pricey for just a trukk and then after that im not sure the mek would bring anything.
I was trying to find this but I cant confirm it anywhere, are the Shokk gun and the Mega armour mutually exclusive? Can i take a shokk attack gun on mega armour?
if not then i will definitely be putting a 2+, shokk gun mek in front of my artillery units to soak up fire and dish out da pain!
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
HQ has warboss, painboys, big meks.
EL has tankbustas and manz FA have bikes and buggies
HS has 10 gallons of crap in a 5 gallon bucket.
Snap! We are actually sitting with a luxury problem. And I agree, I want to put every single thing into a list. Under FA you missed cheeeeap deffkoptas and stormboyz.
But... we still have the sweet backfield MVPs, the integral underwhelming workhorse of the warband, the grots. 2 units allow us to take an extra CAD.
I must confess this very morning I was reading up on CD screamers as allies for a reliable anti-tank tool. They simply deliver so well. With a potential 3++ or better screamers last longer while our boyz are still facing the leafblower trying to charge a powerfist into a vehicle. Once in combat S5 armourbane can reliably take down most threats
With love from Denmark
2014/06/23 08:40:35
Subject: Ork rumours - First post updated 20th June
schadenfreude wrote: 12 In a wagon average . 4 hits. My phone is going full slow tonight please excuse format errors. anyhow that is 3 hp on av12 3.55HP on av11 2.22Hp On av13
What I'd like to see is how TBs compare to Mekgunz like Kannonz when shooting (with ammo runtz, so 1 reroll to hit per game for each gun). Also, Mel talked earlier about a KFF Big Mek in Mega-Armor with Da Lucky Stikk to have a T7 2+/5++ wall to protect your unit.
What do you people think of that list? I don't have the exact cost since I don't have the codex but, hey. An idea for starters, around 1,500 points.
HQ --- 1x Big Mek (KFF, MA, KMB, LS) 1x Big Mek (KFF, MA, KMB)
schadenfreude wrote: 12 In a wagon average . 4 hits.
My phone is going full slow tonight please excuse format error
anyhow that is 3 hp on av12
3.55HP on av11
2.22Hp On av13
What I'd like to see is how TBs compare to Mekgunz like Kannonz when shooting (with ammo runtz, so 1 reroll to hit per game for each gun).
Also, Mel talked earlier about a KFF Big Mek in Mega-Armor with Da Lucky Stikk to have a T7 2+/5++ wall to protect your unit.
What do you people think of that list? I don't have the exact cost since I don't have the codex but, hey. An idea for starters.
HQ ---
1x Big Mek (KFF, MA, KMB, LS)
1x Big Mek (KFF, MA, KMB)
Heavy Support
---
5x Kanon (+10 gretchins, +5 ammo runts)
5x Kanon (+10 gretchins, +5 ammo runts)
5x Smasha Gun (+10 gretchins, +5 ammo runts)
Fortifications
---
1x Aegis Defense Line (Quadgun)
Any thoughts?
Do you know if you can take the shokk attack gun instead of the KFF? if so the 5++ seems a little pointless with the aegis line, id love to take the shokk gun instead and add more firepower to an already powerful setup.
so T7, 2+ with aegis cover 5+?
also with your list only thing i can think of is you have plenty of High Str Anti-tank from the rokkit buggies, tankbustas and smasha guns, how would you deal with more infantry based lists? what would you add?
The trukk with tankbustas seems a little out of place considering its the only trukk, id want to swap either for bikers or more buggies if it was me, as the tankbusta trukk would be first priority (12 rokkits with tank hunter is nasty - but paper thin). Why the smasha gun? D6+4 correct? average of 7, whereas the KMK is a solid 8 consistently. But then the difference is close enough that the smasha might be a whole lot more fun to run.
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Waaargh wrote: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
schadenfreude wrote: 12 In a wagon average . 4 hits.
My phone is going full slow tonight please excuse format error
anyhow that is 3 hp on av12
3.55HP on av11
2.22Hp On av13
What I'd like to see is how TBs compare to Mekgunz like Kannonz when shooting (with ammo runtz, so 1 reroll to hit per game for each gun).
Also, Mel talked earlier about a KFF Big Mek in Mega-Armor with Da Lucky Stikk to have a T7 2+/5++ wall to protect your unit.
What do you people think of that list? I don't have the exact cost since I don't have the codex but, hey. An idea for starters.
HQ ---
1x Big Mek (KFF, MA, KMB, LS)
1x Big Mek (KFF, MA, KMB)
Heavy Support
---
5x Kanon (+10 gretchins, +5 ammo runts)
5x Kanon (+10 gretchins, +5 ammo runts)
5x Smasha Gun (+10 gretchins, +5 ammo runts)
Fortifications
---
1x Aegis Defense Line (Quadgun)
Any thoughts?
Do you know if you can take the shokk attack gun instead of the KFF? if so the 5++ seems a little pointless with the aegis line, id love to take the shokk gun instead and add more firepower to an already powerful setup.
so T7, 2+ with aegis cover 5+?
also with your list only thing i can think of is you have plenty of High Str Anti-tank from the rokkit buggies, tankbustas and smasha guns, how would you deal with more infantry based lists? what would you add?
The trukk with tankbustas seems a little out of place considering its the only trukk, id want to swap either for bikers or more buggies if it was me, as the tankbusta trukk would be first priority (12 rokkits with tank hunter is nasty - but paper thin). Why the smasha gun? D6+4 correct? average of 7, whereas the KMK is a solid 8 consistently. But then the difference is close enough that the smasha might be a whole lot more fun to run.
You cant combine Mega Armour and Shokk Attack gun, so you'd be losing the 2+ save.
I saw it asked earlier but couldnt find the poster to quote for their response:
KFF can be combined with a Bike
SaG can be combed with a bike!
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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2014/06/23 09:59:52
Subject: Ork rumours - First post updated 20th June
Do you know if you can take the shokk attack gun instead of the KFF? if so the 5++ seems a little pointless with the aegis line, id love to take the shokk gun instead and add more firepower to an already powerful setup. so T7, 2+ with aegis cover 5+?
also with your list only thing i can think of is you have plenty of High Str Anti-tank from the rokkit buggies, tankbustas and smasha guns, how would you deal with more infantry based lists? what would you add? The trukk with tankbustas seems a little out of place considering its the only trukk, id want to swap either for bikers or more buggies if it was me, as the tankbusta trukk would be first priority (12 rokkits with tank hunter is nasty - but paper thin). Why the smasha gun? D6+4 correct? average of 7, whereas the KMK is a solid 8 consistently. But then the difference is close enough that the smasha might be a whole lot more fun to run.
The core of this army would be to rely on buggies, kannonz and KFF Meks. I didn't think about SAG, I guess it could be fun But the Big Mek would have a risk to roll poorly and not be able to protect the gunz anymore.
ADL could be useful to protect either gunz (5+ cover) or grotz (no LoS) and have BS3 for Quadgun. I'm not sure though... I like the sound of Smasha Gun, avg. S7-8 with AP1 so +2 modifier to blow up tanks easily in one turn. But Traktor Kannonz are now the way to go against flyers and flying MCs, so... I guess you could use Quadgun-ADL with 5x Traktorz to have one hell of an anti-flyer platform. Maybe too costy, though!
As for infantry units, you can use frag Kanons (S5 AP5 Blast) to good effect. Maybe I could give Skorchas to one unit of Buggies, too?
Yeah, Tankbustas don't seem like a good option, but all FA and HS slots were already taken and I had ~150 points left. I'd like to stay with a single FOC, maybe by adding a third HQ: a third Big Mek - definitely no Painboy because of grotz.
This message was edited 1 time. Last update was at 2014/06/23 10:00:30
Breknek Krashdaskull
(Kraknuk Pét'le Krane)
2014/06/23 10:00:43
Subject: Ork rumours - First post updated 20th June
Now that tankbustaz have the tank hunters USR and their bommz are basically melta bombs they sound really good. A unit of 15 bustaz in a trukk is cheaper than a land raider but can reliably kill it in close combat. Hell, bustaz can take on imperial knights! I2 is pretty bad, but most of the knight's damage will come from its stomp and melta bombs are used before that...
I'll probably fill my elite slots in my upcoming green tide with bustaz. Their rokkits are good against transports and can kill MEQ reliably and they can take on pretty much any vehicle in close combat. Plus, I have a neat idea for a conversion.
Green iz best!
EDIT: I've also been thinking about that ork warband formation, the one that lets you Waaagh! every turn after the first. I'd probably get 6 mobs of 30 slugga boyz (because green tide!) and 3 mobs of 10 grotz each to give the boyz cover. The rest of my points I'd fill up by taking as many PK nobz in the mandatory nobz mob as possible - stick the warboss, a mekboy with killsaw (for an extra, armourbane PK), a painboy and a KFF big mek in there and you're good to go! I don't know how effective that would be, but I wouldn't even care at that point! Waaaghin' all day, every day!
This message was edited 1 time. Last update was at 2014/06/23 10:18:55
Krush, stomp, kill!
2014/06/23 10:08:35
Subject: Ork rumours - First post updated 20th June
I strongly disagree that flash Gitz are rubbish. I've run them as try out and they're awesome. Loads of dakka and near enough a 50% chance of flooring a 10 man squad a turn. Nothing to be sneezed at
2014/06/23 10:43:19
Subject: Ork rumours - First post updated 20th June
office_waaagh wrote:
The mob rule has been changed, sure, but whether it's been nerfed or rendered unusable I think is still to be decided. I always thought that fearless was a bit of a cop-out; Tyranids are fearless because they have no minds of their own and are slaves at the synaptic level. The change to the mob rule differentiates them a little better and makes the army more characterful, a couple of wounds on a failed morale check isn't much price for that. (And, strictly speaking, it was the bosspole that got nerfed rather than the mob rule). Being subject to morale checks isn't exactly getting screwed, it's the same thing other armies have to put up with, and at least we have a mob rule to help us stick around.
The difference here is that other armies a) have ways to mitigate their Ld issues, and b) usually have higher Ld.
IG: Every sergeant is as disciplined as a space marine, officers can tell people to stop being crybabies, commissars provide stubborn.
Tau: Ethereals make your whole firebase operate at Ld10.
Nids: Fearless until they're losing.
Marines of all stripes get ATSKNF Daemons pretty much ignore morale until they're in combat
Necrons get Ld10 across the board
So, who exactly are the armies that have to put up with morale checks? Chaos marines, Eldar/dEldar and Orks? And of these, Dark Eldar are typically Ld8 with Ld9 sgts, Chaos have one unit (cultists) at Ld7, and even they get a Ld8 sgt, and eldar civilians are Ld8, with all their trained warriors at 9. Orks alone have Ld7 units without the ability to have a higher Ld upgrade character (unless this changed, but I haven't seen that listed in the lists I've read). So, yeah, the change to Mob Rule is a nerf, and a fairly significant one. And I don't see 'fearless' being a cop-out on models like Meganobs, which cost 40 points/model.
For all the doom and gloom, look at all we get. We can get 5 large blasts with a 50/50 chance to get ap3 or better, or 5 s8 ap2 blasts, or the best AAA in the game, for just 150 points;
Do you think that if I wanted to play a long-distance shooty army that orks are the one that would come to mind? I'm not sure you grasp the appeal of an ork army if you think that we should be excited about our artillery options.
we can re-roll a die for charge distance, increasing our effective charge range by 1.5 inches on average, which can be further boosted by boarding planks;
Can we still take planks on battlewagons? Because trukks are awful in a hull-point world and have been for a while. I'm not sure an extra 1.5" is enough. The last few times I've played my green tide, we haven't made it into charge range - shooting is just too effective when casualties are pulled from the front.
a WAAAGH! let's you run before charging, for an average 17" charge range (and that's without a boarding plank or vehicle; that brings it up to a mind-shattering 25" AVERAGE charge range!); KFF gives an invul now and can't be negated by "ignores cover"; painboyz can give any unit FnP, including MANz;
These seem nice. I'm not sure if they're enough. KFF covers considerably fewer models, and as someone else pointed out, paying for a painboy to provide FnP may not actually be any better than paying for more boyz.
Burna boyz and tankbustas can take a trukk, and almost every unit and unit upgrade got cheaper.
Being able to take a trukk in the current environment is a cute option, but has zero impact on how an army plays. Trukks are awful. Tell me about how the shoota boyz got cheaper again? The slugga boyz? The units that got cheaper are the ones that will be more affected by losing mob rule.
Honestly, the mob rule change isn't going to be a huge problem in practice and the loss of an invul hurts but can be mitigated fairly easily.
Really? How do you do that? You get your boyz into combat, and your warboss gets challenged. Without an invul, he gets punked by a lot of things before he even gets to swing. I suppose you can mitigate this fair easy by having him cower in the back and not fight.
Heavy support and HQ are crowded, sure, but "there's so much awesome stuff that I can't take it all" is a pretty good problem to have. All in all, we've gained far, FAR more than we've lost. I've played orks for nearly 20 years, and this is probably the best codex we've ever had.
Do you actually have the codex? Because I have a hard time believing this. The Speed Freek list from 3rd ed is still the standard as far as I'm concerned.
The lack of Invul on the boss is incredibly irritating, but between mega armour and the Headwhompas Choppa relic (Str+2, Rending, Decapitating strike, AP5), and enough attacks at Init 4 you stand a decent chance of rending, and since both rending and decapitating strike happen on a 6 to wound if you rend you also instant death. So thats atleast something right? Most of the stuff that ignores youre 2+ is striking last, so get in with enough attacks and you have a reasonable chance.
Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex
I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios Email: Basilisk.Studios@yahoo.co.uk
2014/06/23 10:57:15
Subject: Ork rumours - First post updated 20th June
I assume that it's two-handed and replaces a weapon, so you're wasting the power klaw you get for free on the mega-armour (assuming that still works the same).
Still, actually being able to use the Warboss' initiative will be nice.
It doesnt replace a weapon because its a relic, though it is a two handed weapon you essentially keep your twinlinked shoota, klaw and gain the relic aswell (nothing states it replaces stuff).
Also its 20 Points
Gives you a choice between striking last with the klaw or at initiative with the relic choppa (also its a bit khornate in fluff, who wouldnt love that)
So you could go:
Warboss, Mega Armour, Headwhompas Choppas, Da Lucky Stikk (145)
Or Warboss, Warboss Gazbag’s Blitzbike, Headwoppa’s Killchoppa, Da Lucky Stikk (140)
Second option doesnt come with the klaw or 2+, but does come with twinlinked AP3 shooting, higher toughness and a 18 inch turbo boost (3+ jink). Put the lucky this on both options since rerolling failed hits/wounds hoping for a rend is useful.
This message was edited 1 time. Last update was at 2014/06/23 11:11:05
Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex
I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios Email: Basilisk.Studios@yahoo.co.uk
2014/06/23 11:10:31
Subject: Re:Ork rumours - First post updated 20th June
Vasarto wrote: So, from what I have seen so far from myself and comments from others.
The Bad and Terrible:
Wazdakka and Oldzogwart removed: They were removed because no one used them, because they were badly designed and none of the codex was built to make a good army for them.
Wazdakka was quite popular, judging by the many fans and fearmongering before the codex leaked. They were removed because GW removes everything without it's own model.
Flash Gits - We finally get a flashgitz models and the rules for them are complete trash.
We finally got decent Flash Gitz models and the rules have been tuned to make them actually a viable option instead of overpriced trash.
Other than an actual model for it which many say looks terrible, The Looted Wagon has almost the exact same Terrible rules as it did before.
A model for the Looted Wagon? Come again?!
Instead of lowering the cost of Lootas and Tank Bustas, They thought it was a good idea to increase their already almost land raider cost even higher.
Lootas are cheaper, Tank Bustas I think too. Tank Bustas lost their detrimental glory hogs and gained a usefull Tank hunters.
Waagh is ruined.
Because it was oh-so-strong in 6th to begin with...
Waagh is slightly better.
Come again?
GHAZ IS NERFED!!! WTF?! Ghazzy was our only viable option for a HQ after 1850 points! The moment a list takes anyone else after that and our whole army collapses. wtf?
They never nurfed the HQ's from the other armies from older codexes. In fact they got stronger and even more powerful. Plus ghazzy is an Warhammer 40k Icon...so why?
Ghaz got his place as a Lord of War, an incarnation of orky destruction, on par with a superheavy or a Primarch. I'd say it's more than fitting.
Stormboys can assault flyers apparently
Which was denied about...15 times in the last 10 pages....
I think the codex is overall decent. It does not create any ripserpentdrakes and there are no pyrovores neither. Internal ballance is good for a start. That means, if there will be some more codices with a similar power level, that will offer a lot of game variety and good matches.
Sure, some things could be better - loss of Wazdakka and Zogwort, some viable invul-saves, interesting rules for looted wagons instead of bland "open-top-transport-with-a-gun-maybe".
It could even become great by adding actual klan tactics, but it's GW, so all we're gonna see will be some boring supplement on that red waaagh-guyboss. Probably the perfect combination of Black Legion and Crimson Slaughter supplements - bland generic specialties (Nobz become troops or some sort of skarboyz with +1 S or something) mixed with a background nobody gives a damn about instead of focussing on the existing clans or characters.
But the codex as it comes seems to be not too bad. Specifically, I don't understand the whine about a crowded FOC slot. If it's crowded, it means, there is a lot of choice and you can tune your army to what you want to do with them. Much better than "take unit X. all the others are a waste of points and suck all around".