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Made in ca
Mutilatin' Mad Dok





I'm still reeling a bit at the loss of invulnerable save for HQs. Is there a single army, other than Orks, that doesn't have that option? It's not exactly relevant to say that we should have one just because everyone else does, but there's a good reason why they have that option. Non-mega armoured Warbosses with power klaws don't seem like a good choice at all. And Nobs without cybork are wormfood.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 Jidmah wrote:
 Vineheart01 wrote:
Does Zagstruk's hammer of wrath attack have its own rule, or is it saying instead of the normal hammer of wrath? if its instead of the normal, the chicken-kicker will almost never get that attack since you have to NOT use your jumppacks in the movement phase to get hammer of wrath in the assault phase (which is stupid....)


Unless you just use the rokkit pac twice and take that dangerous terrain test.



Did they change this rule and i missed it? it used to be if you used your jump/jet packs to move you couldnt use them to assault. Or did you mean the 2D6 run of suicidness?

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Growlin' Guntrukk Driver with Killacannon




USA, Maine

 streamdragon wrote:
Lootas actually came down in cost, which would be awesome but for their sudden jump to HS. Id gladly pay the extra point to have them back in elites where they're not competing with half the codex.


Except that tank busts are at least as good as them at Elite.


Nobz also came down in (base) cost, but the Cybork nerf and the Exhaust Cloud nerf beyond offset the change.


Exhaust cloud is an improvement. Bikes will generally net at least a 5+ cover simply by existing on the average table. Being able to move up to a 3+ by going flat-out is much better than being 4+ all the time. In the game I played Monday, they were oppressively powerful.


I ran the math for Mob rule back on page 213 I think. It is almost entirely a nerf, unless you are in close combat. The Bosspole going from reroll LD to reroll on the Mob Rule chart is 99.99% a nerf.


The old mob rule wasn't even worth noting for most units last edition. Only ork boyz gained any benefit. By the time most things have forced a panic or break test, nobs and such were down to 7 or fewer models anyway, meaning they still tested on their regular LD7.


Warbosses have no real role anymore. The lack of invulnerable saves means they cant go toe-to-toe with other CC HQ choices, and they are by no means a ranged choice. Their only real buff (formerly an army special rule!) is a once-per-game thing that, while nice, hardly justifies their cost. They gained nothing. They lost quite a bit. I guess giving em a bike and a claw theyre still our best bet for popping high AV, but with the loss of an attack through Attack Squig, they're inarguably worse at it if only by a little.


They lost Cybork, which isn't a huge issue. They should always be in a unit with a pain boy, giving them a FNP save that is only ignored by S10. Similarly, they will pop 90% of the other characters in the game with a single successful hit. Unless you are running to tyrants or Lysander, the war boss is still most likely going to survive and win a toe to toe fight. And he comes in at only about 115 points in mega armor or on a bike. The reroll from the lucky stikk only improves the odds that all 4 of his attacks will hit and wound.


Yes, you roll leadership and then roll on the chart. The main issue is that you are exceedingly more like to fail leadership to begin with. Having a fall back chart is good and all, but Id rather just pass the frelling test. Small units almost never benefit from the chart, btw, because 50% of the chart requires there to be 10 models in the unit, which you almost certainly wont have for long when youre taking d6 S4 hits every time the chart saves your butt. Your own unit essentially breaks itself.


And 50% of the chart does help if there is a boss style character in the unit. Even taking those d6 S4 hits, boy units will lose on average 2 orks. Any unit with a save is likely to lose only 1. Rerolling X number of times will improve the odds of getting that 1 - 3. For a unit like flash gitz and nobs, they will be making it almost every time. Previously, they would have simply run.

Painted armies:

Orks: 11000 points
Marines: 9500 points
Khorne Marines: 2500 points
Khorne Demons: 1500 points 
   
Made in us
Fresh-Faced New User




 Jambles wrote:
I'm still reeling a bit at the loss of invulnerable save for HQs. Is there a single army, other than Orks, that doesn't have that option? It's not exactly relevant to say that we should have one just because everyone else does, but there's a good reason why they have that option. Non-mega armoured Warbosses with power klaws don't seem like a good choice at all. And Nobs without cybork are wormfood.


With the exception of the Swarmlord and Zoanthropes, Tyranids have no invul saves.
   
Made in us
Growlin' Guntrukk Driver with Killacannon




USA, Maine

Being able to get FNP that is almost never removable is a decent trade off. It isn't THAT big a deal.

Painted armies:

Orks: 11000 points
Marines: 9500 points
Khorne Marines: 2500 points
Khorne Demons: 1500 points 
   
Made in gb
Yellin' Yoof on a Scooter





Badlands

 streamdragon wrote:
Lootas actually came down in cost, which would be awesome but for their sudden jump to HS. Id gladly pay the extra point to have them back in elites where they're not competing with half the codex.

Nobz also came down in (base) cost, but the Cybork nerf and the Exhaust Cloud nerf beyond offset the change.

And "internal balance" is a bit of a red herring descriptor, to me. The new Nid book had better internal balance at the cost of neutering good choices rather than buffing bad or lacking choices. I dont see the Ork book doing much different bar a few units (like Tankbustas who inarguably got buffed).

There are numerous "Real" problems with this book.

I ran the math for Mob rule back on page 213 I think. It is almost entirely a nerf, unless you are in close combat. The Bosspole going from reroll LD to reroll on the Mob Rule chart is 99.99% a nerf.

Warbosses have no real role anymore. The lack of invulnerable saves means they cant go toe-to-toe with other CC HQ choices, and they are by no means a ranged choice. Their only real buff (formerly an army special rule!) is a once-per-game thing that, while nice, hardly justifies their cost. They gained nothing. They lost quite a bit. I guess giving em a bike and a claw theyre still our best bet for popping high AV, but with the loss of an attack through Attack Squig, they're inarguably worse at it if only by a little.




Automatically Appended Next Post:
 PhillyT wrote:

My feeling to. People are overstating the losses and ignoring how much better most things are.

One big issue when people complain about new books is that they didn't see what they wanted improved.

As far as the new mob rule, they still make a leadership roll, then they roll on the chart correct? The chart is a big improvement for everything other than the 20 - 30 boy mobs. The more elite orks, like nobs and flash gitz, never benefited from the mod rule (which was strange).


The only thing I wanted to see buffed was buggies, which were buffed. So this isn't a case of "I didnt get what I wanted." (And buggies are still a bad choice, but zoggit I will still field them.)

Yes, you roll leadership and then roll on the chart. The main issue is that you are exceedingly more like to fail leadership to begin with. Having a fall back chart is good and all, but Id rather just pass the frelling test. Small units almost never benefit from the chart, btw, because 50% of the chart requires there to be 10 models in the unit, which you almost certainly wont have for long when youre taking d6 S4 hits every time the chart saves your butt. Your own unit essentially breaks itself.


not 50%

40% requires 10 models
40% requires a leader
20% Bull

This message was edited 1 time. Last update was at 2014/06/25 15:30:00


"Orkses iz neva beaten in battle. If we win we win, if we die we die so it don't count as beat. If we runs for it we die neither, so we can always come back for anuvver go see!"  
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

 PhillyT wrote:
Being able to get FNP that is almost never removable is a decent trade off. It isn't THAT big a deal.


Yes, but being able to get an invul save AND FNP, as well as having a way to survive ID, was our playground.

This is a bigger deal than you think. Sorry, the pain is still fresh.
   
Made in us
Longtime Dakkanaut






 PhillyT wrote:


Except that tank busts are at least as good as them at Elite.

Exhaust cloud is an improvement. Bikes will generally net at least a 5+ cover simply by existing on the average table. Being able to move up to a 3+ by going flat-out is much better than being 4+ all the time. In the game I played Monday, they were oppressively powerful.

The old mob rule wasn't even worth noting for most units last edition. Only ork boyz gained any benefit. By the time most things have forced a panic or break test, nobs and such were down to 7 or fewer models anyway, meaning they still tested on their regular LD7.

They lost Cybork, which isn't a huge issue. They should always be in a unit with a pain boy, giving them a FNP save that is only ignored by S10. Similarly, they will pop 90% of the other characters in the game with a single successful hit. Unless you are running to tyrants or Lysander, the war boss is still most likely going to survive and win a toe to toe fight. And he comes in at only about 115 points in mega armor or on a bike. The reroll from the lucky stikk only improves the odds that all 4 of his attacks will hit and wound.

And 50% of the chart does help if there is a boss style character in the unit. Even taking those d6 S4 hits, boy units will lose on average 2 orks. Any unit with a save is likely to lose only 1. Rerolling X number of times will improve the odds of getting that 1 - 3. For a unit like flash gitz and nobs, they will be making it almost every time. Previously, they would have simply run.

1. Tankbustas are good, true. That doesnt make HS not the most crowded slot in the book though. (HQ being the second.)

2. Exhaust cloud is a nerf. How many turns a game are you turboboosting? Not as many as youre not, so the save going down is a loss. Oppresively powerful? You're full of squig.

3. Losing our only source of invulnerable save is not a big deal? You're serious? Please tell me you're not serious?

4. Correction: 2/6 of the chart depends on a character. Who still causes d6 hits to your unit. Your 15 man Tankbusta unit is going to find themselves without half the table real damn quick. The other 1/6 requires you to be in CC. And seriously, there's math that basically shows how wrong you are. The old Bosspole was immeasureably better, because rerolling a LD check gave even your LD7 unit about an 80% chance of passing at any time.


Automatically Appended Next Post:
 Musibatkhan wrote:

not 50%

40% requires 10 models
40% requires a leader
20% Bull

4-6 requires 10 frelling models.
4-6 is 3 options out of 6.
3/6 = 50%

This message was edited 1 time. Last update was at 2014/06/25 15:30:57


 
   
Made in ca
Mutilatin' Mad Dok





Demerean wrote:

With the exception of the Swarmlord and Zoanthropes, Tyranids have no invul saves.


Fair enough.

 PhillyT wrote:
Being able to get FNP that is almost never removable is a decent trade off. It isn't THAT big a deal.


It's a lot more expensive than the cybork save - and besides, we had the same feel no pain before to stack with the save. It's definitely a nerf, but not a big deal, sure. It was only a 5+ save, but it was so very worth it. The Nobs will feel the loss a lot more than the Warboss, to be sure. If the new cybork stacked with painboy that would be cool, but I guess a 4+ feel no pain is way overpowered.

The advantage now is that you can give the Warboss that FNP wherever he goes. A big unit of 5+ FNP 'eavy Ork boys in a battlewagon led by a Warboss sounds pretty tough.
   
Made in us
Regular Dakkanaut





Honestly I'm pretty excited about throwing the mad doc in with a unit of meganobz, and giving them all 5+ FNP, Fearless, and Rampage. So many PK attacks....

   
Made in ca
Mutilatin' Mad Dok





 greggles wrote:
Honestly I'm pretty excited about throwing the mad doc in with a unit of meganobz, and giving them all 5+ FNP, Fearless, and Rampage. So many PK attacks....


Yeah I forgot about meganobz. Look the frag out.
   
Made in us
Grovelin' Grot





The one thing that shows we need that invul on the warboss specifically is that you now are obligated to put him in MA or on a bike to make him not just get wounds winged off him by Space Marine Sargeants and things like that. We have 0 way to resist any attack that is instant death because of its own rule (Fabius Bile, Huskblade from DE) because you are not allowed to take FNP against those. So now we have literally no defense against that. Let alone Vindicators and other S 10 large blasts.

As for bikes you have to jink to get that 3+ which means your shooting is worse in the next turn. That isn't huge though it still matters in the long run. I play against a lot of Tau and marker lights now have become the bane of our bikers existance! Because we have no invul and will just get shredded by plasma suits and all kinds of garbage like that.

I personally think there is quite a bit of good stuff in the codex though some of the nerfs are -huge- to the point that you are obligated to do certain things to try and fill the void. Ex. MA Warboss with Da Lucky Stikk
   
Made in ca
Yellin' Yoof





Oakville, Ontario, Canada

 PhillyT wrote:

And 50% of the chart does help if there is a boss style character in the unit. Even taking those d6 S4 hits, boy units will lose on average 2 orks. Any unit with a save is likely to lose only 1. Rerolling X number of times will improve the odds of getting that 1 - 3. For a unit like flash gitz and nobs, they will be making it almost every time. Previously, they would have simply run.


Doesn't the BRB say that you can't reroll anything more than once? Wouldn't that apply to rolls on the mob rule chart?

Check out my blog:
http://itslikewatchingpaintdry.blogspot.comWatching Paint Dry 
   
Made in us
Grovelin' Grot





 Watching Paint Dry wrote:
 PhillyT wrote:

And 50% of the chart does help if there is a boss style character in the unit. Even taking those d6 S4 hits, boy units will lose on average 2 orks. Any unit with a save is likely to lose only 1. Rerolling X number of times will improve the odds of getting that 1 - 3. For a unit like flash gitz and nobs, they will be making it almost every time. Previously, they would have simply run.


Doesn't the BRB say that you can't reroll anything more than once? Wouldn't that apply to rolls on the mob rule chart?





Yep unless they changed it in 7th you can only re-roll something once.
   
Made in gb
Stabbin' Skarboy





crewe

I went against CSM yesterday using the new rules and i only lost 18 boys, 1 meganob and 3 warbikers at 2000pts, kff is our saving grace and FNP on the warbikers was nice as i turboboosted first turn, big trakks are the bested transport per points as it got the meganobs in CC turn 2, mob rule barely affected me the entire game

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in ca
Dakka Veteran




Well....that the game when everything goes right - what happens when things start to go wrong?
   
Made in us
Lead-Footed Trukkboy Driver




Elizabethtown College

Cna anyone share the new prices for warbikers and buggies? please and thank you

I always press dat, if you know what I mean. 
   
Made in gb
Nasty Nob






Question for Mel or anyone else who has the codex: is the Ork Warband formation an absolutely fixed set of units or does it have some 'wiggle room'?

Like, is it six units of boys, one warboss, one mek, one unit of nobs, one unit of gretchin and that's it, or can you add more units if you like?

   
Made in mx
Fresh-Faced New User




TableTopJosh wrote:
Cna anyone share the new prices for warbikers and buggies? please and thank you


Warbikes are 18 pts base. They basically remained as before, with 4+ save and the same gun. Unit size is 3-15. May purchase a Nob for +10 pts who can get PK/BC or Bosspole.

Buggies come at 25 pts. base. They may exchange the Twin Big Shootas for Twin Rokkits for free. Unit sizes is 1-5, they get outflank, and the Skorcha upgrade is +5 pts I think, as well as the trakk upgrade.
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

 Perfect Organism wrote:
Question for Mel or anyone else who has the codex: is the Ork Warband formation an absolutely fixed set of units or does it have some 'wiggle room'?

Like, is it six units of boys, one warboss, one mek, one unit of nobs, one unit of gretchin and that's it, or can you add more units if you like?


its fixed as to what units you have to take, its flexible in unit sizes and equipment.

i.e. 6 x 10 Boyz In Trukk is fine

6 x 30 Boyz in Eavy Armour is also fine.

2 x 20 stormboyz is not.

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:
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Made in us
Gargantuan Gargant





New Bedford, MA USA

I just a phone call letting me know that the LGS will have my copy of the Ork Codex Friday.

Which is ironic, since I asked someone else to order for me, since he got a discount that I do not.

Reposting collection on Ork Rumors in spoilers below, because people seem unaware of it, or the link to it in Melcavuk's and mine Sigs.
Spoiler:

COLLECTED LEAKED INFO

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
You have to take at least 60 boyz (6 units) and a unit of Gretchin. A WAAAGH! can be called every turn after the first. 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.
60+ Boyz that can run AND charge in the same turn, every turn after the first. With 'Ere we go they get to reroll one charge die. The wording, is 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)".

ORK OPTIONAL FOC
3 HQ, 9 Troop, 3 Heavy, 3 Fast, 3 Elite. Minimum is 1 HQ 3 TROOP

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.

Relics: Gifts of Gork and Mork
"Only one of each of the following artefacts may be chosen per army – there is only one of each of these items in the galaxy"
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 25 pts
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.

Zagstruk Bellowing Tyrant, Ld 8, 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
Grotsnik Brutal but Kunnin .Gives fearless, rampage and FNP
Mek HQ, 1 per actual HQ bought, has Boy statline, must be put into an artillery or infantry unit before start of game. can take Grot Oiler, Kombi Shootas, Rokkit Launcha, Kustom Mega Blasta, Kustom Mega Slugga, Twinlinked Shoota, Kill Saw
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, Cunning but Brutal , (3+, 5++, str 7 AP2 assault 3 gun) , Badrukk has the rules listed for Da Rippa, but it is not listed in his wargear, LD9
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.
Ghazkul Same cost, is eternal warrior. His warlord trait, Prophet of the Waaagh, makes boyz within 12 inches fearless in a waaagh. Only one waaagh per game, LOW now, can take runts/squigs, stats look unchaged
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

None of the rumored army wide FNP at all

Orks kept furious charge, are susceptible to fear now

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.

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 can NOT assault flyers. Jump Infantry, can run 2D6 instead of one but take dangerous terrain tests doing so. No longer blow themselves up.

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.

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.

Battlewagon- 110 pts. 20 pt increase. Kill kannons 30 pts reduce capacity by 8. Deff Rolla 10 pts.

Big gunz-

Lootaz- 70 pts. 5 pt reduction. Everything else same.

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 NOT assault vehicles, and have no options to become one.

Dedicated Transports
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.

Lords Of War


WARGEAR
Melee Weapons
Klaw- unchanged.
Killsaws armour bane. 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
Choppas- are just CCW.
big choppas- +2 str AP 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+
Gitfinda- BS 3 if stationary.
Waaagh! Banner All models in a unit add +1 to the Weapon Skill characteristic on their profile.

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

A few notable groups from Da Red Waaaagh:

Skullcrakka Boyz - these Skull-Nobz covered in scars and trophies from their many victories
Wasteland Warbikerz
Splitgrin Dakkajets
Baddfrags Looted Wagons
Wingnutz Flyboyz
Big Red da Warphead
Goffboss Drogg
Mogroks Big Gunz

This message was edited 2 times. Last update was at 2014/06/25 17:21:40


   
Made in no
Grovelin' Grot




Norway

It's probably been said at some point, but is it correct I cannot upgrade a nob in a nob unit to a painboy anymore? As in, if I wan't a painboy for them I HAVE to spend an HQ spot..?
Cause that would be zoggin' dumb if you ask me
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

Yeah, if you want a painboy, he takes a HQ, isnt available anywhere else in a list.

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
Badass "Sister Sin"






Camas, WA

Is the painboy slotless?

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

Nope. Only the Mek is slotless

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
Badass "Sister Sin"






Camas, WA

 Melcavuk wrote:
Nope. Only the Mek is slotless

Hrm. Well, we do get 3 HQs. So that's like slotless.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Grovelin' Grot





You only get 3 slots if you are willing to give up the objective secured you can get from just doing battle forged.
   
Made in us
Badass "Sister Sin"






Camas, WA

 fedorarogue wrote:
You only get 3 slots if you are willing to give up the objective secured you can get from just doing battle forged.

Sure, sure. A lot of ins and outs.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in no
Grovelin' Grot




Norway

 Melcavuk wrote:
Yeah, if you want a painboy, he takes a HQ, isnt available anywhere else in a list.

Thank you

That's a slight problem to me, especially when you consider the fact I cannot get an invulnerable save for my Warboss either... I suppose this is why they "give" us three HQ spots, but limiting the painboy to HQ makes it a necessity more than anything
Considering I want a reasonable save for both my Warboss and my nobz plus a Shokk Attack Gun Big Mek somewhere in the army, it really forces me to stick the Warboss in the battlewagon with the nobz. And that is not the wagon he is supposed to be in

This message was edited 2 times. Last update was at 2014/06/25 17:55:00


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





Nebraska, USA

Ork FoC is pointless. Rather take 4 HQs and 4 troops with normal FoC requirements and be able to field 6 elite/fa/heavy.

If the Ork FoC increased elite/fa/heavy by 1 as well, it would be very much appreciated and well received by us orkies. As it is, since our troops are kinda pointless unless you field so many it makes the game take FOREVER (and even worse now with mob rule chart) that the 9 troops really does not help.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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