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2014/06/23 16:23:18
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
So, since our codex has arrived early due to GW's very own Mek technology shooting the codex into close combat, it's finally time to have a look at what changed for us orks from 6th edition:
7th Edition:
Spoiler:
1) Shooting
- (Combi-)Skorchas no longer shoot at the same time as burnaz, potentially leaving either out of range to hurt anything.
- Focus fire is gone. Putting half your mob in cover is no longer a disadvantage.
- Artillery can move and shoot.
2) Assault
- You can now charge vehicles and monstrous creatures you can't hurt
- You can move through space smaller than your base while charging - Charging through difficult terrain is -2"
- 'urty syringe only gives a reroll if your strength is higher than target
3) Characters
- When a character overkills is opponent in a challenge, the excess wounds are allocated to the unit. No more sergeants taking one for the team
- When the unit has no one left to fight, they will pile in the challenge and can allocate wounds to the challenge. No more characters stalling a mob of boyz for one turn by challenging the nob
- Any character can be your warlord
- New warlord tables, some pretty useful for orks
4) Vehicles
- Rams no longer take distance traveled into account, but gain +1S from reinforced ram's +2AV
- Vehicle explosions are S4 for everyone, inside and outside
- Can't explode vehicles without AP2/1 unless open topped
- Passengers of open-topped vehicles now suffer hits from template weapons
- Deff dreads and Killa Kanz got Hammer of Wrath
5) List-building
- Can take any number of detachments with at least 1 HQ and two troops
- Lost Tau, Necrons, and Imperial Guard as allies of convenience
- Can now ally "come the apocalypse" factions
Codex: Orks: faction-wide special rules
Spoiler:
- Kept Furious charge
- Need Warboss to call Waaagh!
- Waaagh! goes back to allowing running and charging during the same turn
- Waaagh! is now called before rolling for reserves
- Got 'ere we go, which allows to reroll one charge dice. All orks have 'ere we go
- Mob rule changed: On a failed moral or pinning test roll D6 instead:
1 Born to Fight: If in combat, pass, otherwise fail
2-3 Breaking Heads: If character in unit, pass and take d6 S4 hits, otherwise fail. Wounds cannot be allocated to ork characters (wounds disappear if only characters are left)
4-6 Squabble: If 10 or more orks in unit, pass and take d6 S4 hits, otherwise fail
- Orks can choose to use an Ork Warband Detachment with 3 HQ 9 Troops 3 FA 3 Elite 3 HS 1 LoW 1 Fortification instead of the normal one. If they do 1 HQ and 3 Troops are mandatory. Units of 10 or more models that roll 10" or more on the charge have Hammer of Wrath. No objective secured.
- Formation requiring exactly 6 Boyz mobs, 1 unit of Nobz, 1 unit of Gretchin, 1 mek and a Warboss allows for unlimited Waaaghs! Has Hammer of Wrath rule above as well
Ork psychic powers
Spoiler:
Primaris: Frazzle, 24" S6 AP3 blast witchfire (1 WC)
1: 'ead banger, 24" focused witchfire, causes wound on failed T test with no cover or armor saves allowed (1 WC)
2: Warpath, same as before (1 WC)
3: Da jump, same as previous 'ere we go. When you roll doubles for scatter, entire unit must snap-fire (1 WC)
4: Kill bolt, 18" S10 AP 2 beam (2 WC)
5: Power Vomit: S7 AP2 template (2 WC)
6: Da Krunch: S2D6 AP4 Large Blast, Barrage, if you roll a over 10 you get another one until you roll 10 or under, or everything is dead. (2 WC)
Ork warlord trait[I]
Spoiler:
1 Prophet of the Waaagh!: 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: 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!: 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’: The Warlord can re-roll one failed To Hit or To Wound roll each turn.
5 Kunnin’ but Brutal: The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
6 Might is Right: The Warlord receives +1 to the Strength characteristic on his profile.
[i]Additional Malstrom Missions
Spoiler:
If your Warlord has the Orks Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules.
- Shoot an enemy unit off the board,
- Kill the an enemy in a challenge with your warlord (d3 VP if you kill the enemy warlord)
- Destroy an enemy unit in your assault phase (more units gone, more points)
- Three units must turbo boost, move flat out, ram or run 6" or more (6" only for running, any distance for athers).
- Secure a random objective (roll a D6 when drawing the card),
- Charge more than 10 inches.
HQ
Spoiler:
- Warboss no longer makes Nobz troops
- Warboss now calls the Waaagh!
- Big Mek no longer makes Deff Dreads troops
- Big Mek can now take MA and KFF or MA and Tellyporta-Blasta (short range S8 Ap2 blast, instant death/auto pen on sixes)
- Big Mek can now take Bike and KFF or Bike and SAG - Big Mek may take a killsaw
- Big Mek gets a KMB instead of a TL shoota when switching to MA - Weirdboy and Warphead upgrade dropped in price
- Weirdboy no longer randomly cast powers
- Weirdboy may generate powers from Sanctic Demonology, Malific Demonology and Power of the Waaagh!.
- Weirdboy has force staff (+2S AP4)
- Weirdboy generate an extra warp charge if at least 10 orks nearby. When he does and fails to manifest a power he takes a S2 hit, no saves allowed
- Mad Doc Grotznik gives Fearless, Rampage and FNP - New! Able to field a regular mek for every HQ chosen, takes no slot. May join infantry or artillery units. Meks can still be taken as part of Burna/Loota units
- Meks can take Kill Saw, KMB, Kustom Mega Slugga, Rokkit, Kombi weapons and grot oilers
- Mek tools fix vehicles on a 5+ but no longer shake vehicles
- New! Able to field a painboy as HQ - Pain boy can take boss pole, warbike, grot orderly and attack squig
- New! Badrukk is now a HQ choice, small drop in points
- Badrukk has the Kunnin’ but Brutal Warlord trait
- New! Zagstruk is now a HQ choice
- Zagstruk has the Bellowing Tyrant Warlord trait
- Zagstruk causes S8 AP2 Hammer of Wrath attacks
- Zagstruk no longer allows his unit to assault after deep strike
- Zagstruk no longer executes his unit
- Wazzdakka is gone. Fluff claims he has left with his own Waaagh! of bikers.
- Ol' Zogwort is gone. Fluff claims he has left with his own Waaagh! of mad- and weirdboyz.
Elite
Spoiler:
- Mega-Armoured Nobz have the option to take a pair of killsaws (Powerklaw with armour bane)
- Mega-Armoured Nobz may take boss poles.
- Mega-Armoured Nobz are bulky
- Nobz slightly cheaper, bike upgrade more expensive, so biker nobz are the same as before
- Nobz can buy 'eavy armor for less points
- Nobz lost the ability to purchase painboyz or cybork
- All units (including nobz) are now lead by a boss nobz, same stats but character
- Tank bustaz got a small price drop
- Tank bustaz are no longer limited in their target choices. Instead, Glory Hogs gives an additional VP if they score first blood by killing a vehicle
- Tank bustaz' tank hammers are S8 AP3 unwieldy but costs 15 points now
- Tank bustaz' bomb squigs are now AP4 and no longer hit own vehicles
- Tankbusta bombs have become Meltabombs.
- Tank bustaz may take Trukks as dedicated transports
- Tank bustaz get the tankhunter special rule
- Tank busta nob can no longer take tank hammers, and gets no discount on his klaw. He doesn't trade it for the rokkit anymore though.
- Tank busta nob cannot upgrade to klaw or big choppa anymore, because he is missing a close combat weapon to trade (not intended?)
- Burna boyz are slightly more expensive
- Burna boyz may take Trukks as dedicated transports
- Meks from Burna units get a discount on their killsaw
- Kommandoz gained Stealth
- Kommandoz can have Nob and Snikrot
- Snikrot can be fielded solo, or joined to a unit of Kommandoz
- Snikrot's has fear, can still arrive from any board edge, his shroud replaces stealth
- Snikrot does not take up a force organisation slot if you have any Kommandoz at all (does not need to join them).
- Snikrot and his unit gain the Shrouded USR on the turn he arrives or is deployed, but it replaces their stealth.
- All Elite choices have stikkbombs
Troops
Spoiler:
- Nobz leading boyz may take combi-shootaz
- Boy Nobz leading boyz can only get 'eavy armor if entire mob is upgraded
- Boy Nobz cannot gain one of the special weapons, but may buy combi-shootaz
- Slugga boyz have gained stikk bombs for free
- Shoota boyz have gained stikk bombs and have increase by one point per model
- No limit on units you can upgrade to 'ard boyz
- Boyz get rokkit for 5 points less
- Gretchin dropped in points, but need to buy squighound (totals to old price)
- Grot pod may now choose to make one attack at double strength
- Squighound causes d6 S3 hits on the gretchin rather than outright eating thems
Fast Attack
Spoiler:
- Dakkajets, Burna bommers and Blitza bommers only fire one additional shot with their assault guns during a Waaagh!
- Bitza bommers bombs are now S7 AP2 large blast, armorbane
- Blitza bommers shoot rear armor on their 10-12 result when dropping a bomb
- Deff koptaz 5 points cheaper
- Deff koptaz no longer need to pay points for their ranged weapon upgrades
- Storm boyz have dropped in price
- Storm boyz can now be fielded in units of 30
- Storm boyz can now use their jump packs to run 2d6 in addition to moving 12". If they do, they take dangerous terrain tests.
- Storm boyz can benefit from the Waaagh!
- Warbikers got a massive price drop to 18 per bike
- Warbikers can be fielded in units of 15
- Warbikers no longer get 4+ cover. Instead, they gain +1 cover while turbo-boosting
- Buggies 5 points cheaper
- Buggies can be taken in units of 5
- Buggies can gaine the Outflank USR - New! Trukk can be chosen as fast attack choice
- Trukk dropped in price
- Trukk upgrade to Rokkit now free
- Trukk rule "Ramshackle" downgrades penetrating hits to glancing hits on a 6+
- No more size limit on units to buy trukk
Heavy Support
Spoiler:
- Killa Kanz have gone up in price per model, but weapon upgrades are cheaper. Kan with rokkits is the same as before, kan with grotzooka is 5 points more than that.
- Killa Kanz can now have up to 6 walkers per unit
- Killa Kanz must roll a d6 after losing more than 25% of their unit. If they roll 1 or 2, the entire unit is shaken. Panic roll is increased by +1 for every 3 kanz or 1 deff dread nearby.
- Killa Kanz get Grot Riggers for 5 points per model
- Killa Kanz get a Kan Klaw instead of a DCCW, being +2S AP2.
- Deff Dread and its options have become a little cheaper (100 points for all-klaw dread)
- Deff Dreads now use power klaws instead of DCCW (no functional change)
- Deff Dreads now get an additional attack from their first pair of PKs - Deff Dreads get Grot Riggers for 10 points
- Zzap gunz now roll a d6 on strength 11 and 12. On a 1-3 it Get's Hot!
- Battlewagon has gone up in price
- Battlewagon can upgrade to killkannon for half the old price
- Battlewagons can get grot riggers for 10 points
- Flash Gits had a small price drop
- Flash Gits' snazz guns trippled their shots
- Flash Gits no longer have any upgrades but ammo runts
- Flash Gits may take battlewagons as dedicated transports
- Flash Gits now have Boss Poles instead of 'eavy armor
- Flash Gits are lead by a Kaptin, same stats but character
- New! Lootaz now in heavy support
- Lootaz got a small price drop
- Lootaz may have a trukk as dedicated transport
- New! Gorkanaut AV13/13/12 Walker
- Gorkanaut has a S6 AP4 Assault 3d6 weapon, two rokkits, skorcha and two TL big shootas
- Gorkanaut has rampage
- New! Morkanaut AV13/13/12 Walker
- Morkanaut has a S8 AP2 small blast weapon, two rokkits, a KMB and two TL big shootas
- Morkanaut can take a KFF - Both walkers have a Klaw of Gork (or Mork), which is S10 AP1 concussive
- Both walkers can take Gort Riggers for 20 points
- New! Mek Gunz combine old big gunz entry and four new artillery guns
- Mek Gunz may have up to five gunz per battery each with up to four gretchin
- Mek Gunz cannot take runtherds
- Kannon, Lobba and Zzap gun got price drops
- Bubblechukka is large blast and rolls one d6 for both strength and AP - Smasha gun is S4+d6 AP1
- Kustom Mega-Kannon is S8 AP2 small blast, Get's Hot!
- Traktor-Kannon is S8 AP3 Skyfire and automatically immobilizes fliers when at least glancing them. FMC get -3 to their grounding check.
- Zzap gun got Get's hot! and has a 50% chance of getting hot again when strength is above 10. Still shakes on glances and pens.
- Each Mek Gun determines their random rolls by itself. So five zzap guns, 5x 2d6 for strength
- Looted wagon has been removed from the codex, readded by White Dwarf
- Looted wagons had a massive price drop
- Looted wagons' "Don't press dat." is now rolled in the shooting phase and forces you to move flat out. No longer prevents disembarking.
- Looted wagon can no longer take boom gunz, option for killkannon instead
Lords of War
Spoiler:
- Ghazghkull Thrakka is now a Lord of War
- Can take attack squig and ammo runts.
- Lost +2 attacks on the charge from Adamantium Skull, gets Eternal Warrior and Cybork instead
- Thrakka no longer give 6" runs on his Waaagh!
- Instead, MA models in his unit (including him) may run during that turn
- Give flat 2+ invul until next turn
- Can no longer call the Waaagh! at any time
- Stompa is in the codex
- Stompa can take Grot Riggers and extra Supa-Rokkits
Wargear
Spoiler:
- KFF is now a 5++ save against shooting for models within 6" (not units!). While embarked, only the transport gets the save, no extending bubble, no protection from flamers or explosions for the passenger
- SAG only kills the Mek now, no one else
- SAG is Vortex, which causes the large blast to become destroyer and to jump every shooting phase until you roll double.
- Big Choppa is AP5
- Cybork is 6+ FNP now, no invul, doesn't stack with painboyz
- Git Findas give +1 BS when model remained stationary. Available to all HQs - Attack Squig gives one reroll to hit per combat
- 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(2-3) result. You must accept the result of the re-roll
- Waaagh! Banner went up in price, still nobz only
- New! Kustom Mega Sluggas for Meks: S8 AP2 Get's Hot! Pistol
Vehicle Upgrades
Spoiler:
- Red Paint now only increases Flat Out moves
- Deff Rollas are d3 S10 AP4 hits only when DoG is faile now. Also increases front armor by 2 while ramming. Dropped price by half.
- Wrecking ball is 3" S9 AP4 Assault D3 now
- Grot Riggers provide the IWNDUSR to vehicles
- Boarding planks add +2" to charge when charging from an open-topped vehicle
- Grabbin Klaw can no longer grab skimmers
Relics
Spoiler:
- Ded shiny shoota is a 6 shots twin-linked shoota, rolls of 1 hit one of your own units within 6", can't hit own unit or self.
- Warboss Gazbag’s Blitzbike has a twin-linked S6 AP3 Assault 3 gun on it and can turbo-boost 18"
- Hedwompas choppa is a +2 str, AP5, rending choppa that beheads on a roll of 6 (insta death).
- Da Finkin Kap gives your warlord an additional trait from the strategic list in the BRB.
- Lucky Stixx is a Waaagh! banner for +1 WS. In addition the user can choose to reroll any failed to hit, to wound or saving throws they make. If they fail 3 of these rerolls in a single turn they are removed as a casualty.
- Da Fixer Upperz: Mek tools that succeed to repair on a 3+, big mek only. Says meks can use it, but meks can't get relics
- Relics are unique per army, every character can take only one relic
Supplement: Waaagh! Ghazghkull Special rules
Spoiler:
- Biggest an’ da best: Warlord must always issue and accept challenges, if your warlord kills a character in challenge, he rerolls to wound for the rest of the game.
- Da boss is watchin’: +2 to mob rule result, but causes d3+3 rather than d6 hits. This means that units of 10 or more punch each other on a 2+, a 1 requires a character to pass.
- Detachments and formations from this supplement cannot take relics from the codex.
- Can have a Great Waaagh! Detachment, which consists of 2 HQ 8 Troops 5 Elite 3 FA 3 HS 1 LoW and 1 Fortification, 1HQ 2 Troops 1 Elite are mandatory. For every unit, you roll a d6, on a 6+ the unit may deep strike. Troops get +1 to this roll.
Warlord Traits
Spoiler:
1. Supa-Shootist: Warlord has BS 3
2. Waaagh! Mongerer: Warlord's unit has crusader
3. Madboy: Warlord has the Rage USR 4. Kunnin' Plan: Warlord and his unit gain outflank
5. Kalling in a Favour: One of the warlord's weapons becomes master-crafted. Can't be a relic.
6. Dead 'ard: Warlord gains FNP
Relics
Spoiler:
- Choppa of da Ragnarork: Big choppa that gets a stackable +1S -1AP bonus for the rest of the game if it caused at least one casualty during an assault phase.
- Big Bosspole: Fearless
- Da Supa-Cybork:FNP, EW, Relentless
- Da Killa-Klaw:PK, can chose to trade all attacks for 1 Attack with the instant death special rule
- Mega Force Field: 4++ KFF - Killa-Dakka: Random weapon, decide before game. Can be Deff Gun, Skorcha, Supa-Shoota, Zzap Gun, Grotzooka or Bubblechucka
Formations
Spoiler:
1) Council of Waaagh!
- Requires: Ghazghkull Thrakka, Mad Dok Grotznik, 1 Big Mek, 2 Warbosses, 1 unit of nobz with a Waaagh! Banner
- Boss Mob: All models in unit must deploy together, ICs cannot join or leave the unit
- Banner of da Great Waaagh!: As long as Waaagh banner is still alive all models in unit are fearless! and have +1 WS, friendly Ork models within 12" reroll failed morale and pinning checks
- Ghazghkull’s Leftenuntz: Both Ork warbosses have +1WS
- You get two additional rolls on the Waaagh Ghazghull warlord traits (reroll duplicates) and apply both to Ghazghkull Thrakka on top of his Prophet of the Waaagh!
- Get Biggest an’ da Best and Da Boss iz Watchin’, so if you lose both the Waaagh! banner and Grotznik, you will not be able to pass mob rule tests unless you roll a .
- While questionable, nothing prevents you from not picking Thrakka as a warlord
- Formation costs at least 614 points
2) Ghazghkull's Bullyboyz
- Requires: 3x 5 model MegaNob
- All models gain +1 WS, Fear, Fearless.
3) Da Vulcha Boyz.
- Requires: Boss Zagstrukk and 3 units of stormboyz
- Dead on Target… ish: All units must start in reserves and must arrive via deepstrike, but scatter only d6 - ’Ard ’Itterz: All hammer of wrath attacks of Zagstrukk's unit gain shred as long as he lives. Other units don't.
- Vulcha Skwad: May form all units into one big mob. if you do, Zagstrukk cannot leave the unit. Counts as 3 units for VP purposes when destroyed.
- Get Biggest an’ da Best and Da Boss iz Watchin’, so there is little reason to buy boss poles. If Zagstrukk is your warlord, he must fight challenges.
4) Blitz Brigade
- Requires: 5 Battlewagons, all Battlewagons must have rams or deff rollas
- All battlewagons gain scout
- Know Yer Limitz:: Embarked units cannot charge during the first turn if the battlewagon used scout.
5) Dread Mob
- Requires: 1 Big Mek, 1 Painboy, 2 Gorka or Morkanauts (any combination), 3 Deff Dreds, 3 units of exactly 3 Killa Kanz
- Wall of Steel: All models gains hammer of wrath that inflicts d3 wounds
- All models from the formation have 'ere we go, enabling walker to reroll one charge die and benefit from a Waaagh! if it's called by a warboss/Thrakka from another detachment.
6) Boss Snikrot's Red Skull Kommandos
- Requires: Snikrot and 4 units of kommandos
- All units have the stealth rule replaced with shroud until the turn after they arrive
- Snikrott must join one unit
- Al units must be put into reserve, but you only make one roll for reserves for all units in formation
- All units in formation enter from the same board edge, controlling player determines table edge
- On the turn they arrive, if a unit doesn't shoot, it may reroll failed cover saves
- Get Biggest an’ da Best and Da Boss iz Watchin.
7) Green Tide
- Requires: 1 Warboss and 10 Units of boyz
- No transport can be taken and warboss cannot take warbike
- If the Green Tide ever rolls a "Breaking Heads" or "Squabble" result on the Mob Rule table, any resulting hits are allocated by the Formation's controlling player.
- Models in the Green Tide gain Hammer of Wrath in any Assault phase in which they successfully charge an enemy unit and the dice rolled for their charge range is 10 or more before modifiers. Note that the unit does not need to move the full distance rolled to gain this effect.
- If the Warboss for this formation is your Warlord, can use the Waagh! special rule each and every turn after the first.
- Warboss and the ten boyz mobz must form a single unit
- Get Biggest an’ da Best and Da Boss iz Watchin
- This unit, like all others from the supplement, cannot take relics from the ork codex
Sanctus Reach: The Red Waaagh! Formations
Spoiler:
1) Mogrok's Bossboyz
- Requires: 3 Big Meks, 1 Warboss, 1 Lvl 2 Weirdboy
- Big Mek Mogrok: The controlling player must nominate one Big Mek in this formation to be his Warlord (Mogrok). Mogrok
always has the Kunnin’ But Brutal Warlord Trait.
- Very Kunnin’: Before deployment, the controlling player can nominate up to D3 friendly Ork units; these units gain the Acute
Senses and Outflank special rules. The controlling player also adds +1 to any attempts to Seize the Initiative.
2) Gorkanaut Krushin' Krew
- Requires: 3 Gorkanauts
- Escalating Rivalry: At the start of each game turn, look up the current game turn number on the following table. All models in
this Formation gain the special rules listed on the table. 1- Nothing, 2- Furious Charge, 3- Furious Charge & Hatred, 4+ Furious Charge, Hatred & Shred.
Sanctus Reach: Stormclaw Dataslate
Spoiler:
Grukk Facerippa - Warboss with 'eavy armor, kombi-rokkit, PK, attack squig and boss pole
- Always has the Bellowing Tyrant warlord trait
- For 16 additional points he gets 5+ FNP and Shred on his PK.
Formations
Spoiler:
1) Skark's Skull-Nobz
- Requires: Skrak (unique boss nob) and 4 Nobz with specific wargear, no options
- All models have 'eavy armor
- Skrak has Slugga/Choppa and boss pole
- Nob load outs: Slugga/Choppa, Slugga/Combi-Skorcha and Ammo Runt, 2x Slugga/PK and boss pole
- For 2 points you get Hammer of Wrath on Skrak only
2) Rustgob's Runts
- Requires: Rustgob (unique runtherd) and 10 gretchin
- Rustgob has a squighound, no further options
- For 5 additional points you get... nothing! Wait, wat?
3) Krumpa's Killa Kanz
- Requires: Krumpa (unique Killa Kan character), 2 Killa Kanz
- Krumpa has a grotzooka and counts as Deff Dread for Cowardly Grots! tests
- One kan is equipped with big shoota, the other has a rokkit
- Krumpa pays 5 points for his character status and counting as deff dread
4) Grukk's Rippin' Krew
- Requires: All of the above formations and Grukk
- What Grukk Says Goes: Reroll all pinning, moral, fear and Cowardly Grots! tests while Grukk is alive
- Tellyport Attack: All units have deep strike. If you reserve the entire formation, they arrive on turn 1.
Sanctus Reach: Hour of the Wolf Formations
Spoiler:
1) Kaptin Bradukk's Flash Gits
- Requires: 2 Units of 10 Flash Gits, Kaptin Badrukk
- Kaptin Bradukk's Flash Gits: May be joined into one unit, worth 3 VP then.
- Kustomized: Snazzguns become master-crafted
2) Grukk's Goff Killmob
- Requires: Grukk, Skrak's Skull-Nobz, 3 Units of at least 20+ Slugga Boyz (no weapon upgrades of any kind), Gorkanaut, 2 Deff Dreads, 1 Unit of 3+ Killa Kanz
- Fear
- Grukk's Killboyz: Boyz and Nobz reroll charge range
3) Skyboss Wingnutz' Air Armada
- Requires: 3 Dakkajets, 1 Burna Bommer, 1 Blitza Bommer, one Dakkajet must be a Flyboss
- Airborne Horde: Planes that leave combat airspace have all their hull points and one-shot weapons restored.
Please point out any mistakes I made and add anything I missed!
This message was edited 26 times. Last update was at 2014/08/25 15:13:26
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
With the Waagh ability I think base 30 Boyz before upgrades with a Painboy for 230pts is going to be good. Move 6" Run D6" Assault 2d6". And 50pt FNP is like 90pts of boyz for 50pts unless its vs S8+. I think 6" Move +6" Disembark +d6" Run +2d6+2" charge out of boarding Plank Vehicles could be good.
HQ is a bit Crowded, but the Ork FOC helps with that, not having Objective Secured is going to hurt, but how many OS units will be able to hand around a unit of Boyz anyway.
I can't wait to actually have the codex in hand, but it appear to be fairly well internally balanced and outside of a few gripes ie Mob Rule, no HQFOC Modification, Ghaz as LOW, etc I think its going to be a good book and gives us a taste of things to come for 7th, LOW in the Codex.
In our meta we have for the longest time gone shooty with counter assault elements. Maelstrom is still new tho my mobile marines managed to loose to a more static necron army recently.
I'd like to see FA and Troops get a more important role for orks. Stormboyz zooming forward, warbikers moving and mowing down enemies with their dakka gunz. Trukkerz and grots grapping objectives. Mek gunz providing firepower support. Right now I wonder if biker KFF mek and biker painboy is worth it for protection for the spearhead, pointwise.
I play 1500 points mostly. If possible I'd love to use the ork formation and a CAD for HQ, FA and HS ad libitum. Grots are so nice once in a while.
So, allegedly, we call the waaagh! And can run and assault? Also, if we take a grot screen, a unit of nobz, and six units of boyz with a warboss we can call the waaagh every turn?
I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works.
Zagman wrote: Move 6" Run D6" Assault 2d6". And 50pt FNP is like 90pts of boyz for 50pts unless its vs S8+. I think 6" Move +6" Disembark +d6" Run +2d6+2" charge out of boarding Plank Vehicles could be good.
I think this could be a slight return of the BW rush that I enjoyed in 5th.
Also curious how the Ork detachment with a bunch of Dakkajets would work. Extra shots per turn, is extra shots per turn.
Billagio wrote: Deff Rollas a d3 S10 AP4 hits now. Also increases front armor by 2. Dropped price by half.
Can I have armor 16 BWs pls
wow really? increase front armour by 2? I hope that's true... is there a max on AV? I mean you can't take a BW to AV16, right?
I think the max is 14, would be sweet if it can go higher.
EDIT: Although in the rulebook it just says "Armour Values typically range from 10 to 14, depending
on which side of the vehicle is being attacked". Does not explicitly say it cant go above 14. Guess we will have to wait and see
This message was edited 1 time. Last update was at 2014/06/23 20:51:24
Billagio wrote: Deff Rollas a d3 S10 AP4 hits now. Also increases front armor by 2. Dropped price by half.
Can I have armor 16 BWs pls
wow really? increase front armour by 2? I hope that's true... is there a max on AV? I mean you can't take a BW to AV16, right?
Well, there is an AV15 building legal.
That increase would for rams only though. I'll clarify it in the OP.
Automatically Appended Next Post: I really like the additional mek rule though. You can dump hidden killsaws in your boyz mobs that way, and unlike marines the Mek is still two attacks base, making it a lot less sucky than those hidden marine fists.
This message was edited 1 time. Last update was at 2014/06/23 21:01:26
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
This book is not proof that GW took a giant gak when creating the Tyranid Codex. Im truly happy for you ork players. Looks like an amazing codex to play.
Let's brainstorm unit synergies because, so far, this codex looks like the codex of a bunch of Ork Boyz running in front of a bunch of Kustom Mega-Kannons, and that seems boring.
I have been trying to make the new walker wall with 3 'Nauts (at least one of which is a Morkanaut, for the KFF), 3 30-strong units of Ork Boyz, and 3 Painboys.
The Painboys give the Ork Boyz FNP, the 'Nauts in front give the Ork Boyz cover, and the KFF gives everything an invulnerable save. I can't figure out what I can use to replace Lootas in this list, though - or, at 2,000 points, if I would even have enough points for anything else!
This message was edited 1 time. Last update was at 2014/06/24 00:32:24
Gray1378 wrote: This book is not proof that GW took a giant gak when creating the Tyranid Codex. Im truly happy for you ork players. Looks like an amazing codex to play.
I play both Nids and Orks. This book is probably on the same level as the Nid book. That is, a sidegrade at best with a bunch of WTFF things like Orks no longer getting Invulnerable saves in CC at all.
I feel like with the new waaagh, ere we go, boarding planks and the shoota boy increase its probably best to go mech with slugga boys and leave the shooting to the looted wagons, big gunz, gits and lootas.
Anything not mentioned in the orginginal post remained unchanged, so Doc Tools still give 5+ FNP.
Automatically Appended Next Post:
streamdragon wrote:
Gray1378 wrote: This book is not proof that GW took a giant gak when creating the Tyranid Codex. Im truly happy for you ork players. Looks like an amazing codex to play.
I play both Nids and Orks. This book is probably on the same level as the Nid book. That is, a sidegrade at best with a bunch of WTFF things like Orks no longer getting Invulnerable saves in CC at all.
This thread is supposed to be about playing with the new codex and edition. Please keep it free of complaints, the other threads already full enough of that.
Billagio wrote:I feel like with the new waaagh, ere we go, boarding planks and the shoota boy increase its probably best to go mech with slugga boys and leave the shooting to the looted wagons, big gunz, gits and lootas.
I doubt that the price increase for shootaz will ruin them. For a battlewagon unit, you'll be paying 140 instead of 120 points, and supposedly the nob upgrade got a price drop, so the total increase is a little less.
This message was edited 1 time. Last update was at 2014/06/24 04:52:43
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
With the drop in cost of fast units, pretty sure biker armies can be very viable. (though you still need 3 troops)
Imagine. For ~300 pts you got 15 bikers ( with pk nob), Their jobs will be to go and grabs objectives.
If the objectif is far away or unclaimed : I turboboost there ( T5 3+ cover 4+ Armor and maybe more with a KFF mek biker or a painboss -can it go on bike? )
If it is claimed by opponent: well... 45 Twinlinked dakkagun, followed by waaggh & assault should do.
Make it 2 or 3 units and your good to go.
This message was edited 1 time. Last update was at 2014/06/24 05:59:03
How are people feeling about the Looted Wagon? It comes in at AV11 with transport capacity and a gun (including option for skorcha) at a price roughly equivalent to a trukk w/ boarding plank. It takes up a Heavy Support slot, but in the era of multi-FOCs, and with the price increase of Battlewagons, does anyone think they have a place amidst a fast AV10/11 mechanised army? It's slower than a trukk, but if you can force target division by say, putting boyz with a character in the wagon and MANz missile in a trukk nearby, it might make it close enough to dump a unit onto something and cover it with templates or big shoota fire. It also gets a (very) cheap deffrolla upgrade.
I'm really interested to know if anyone thinks they're worth it at a cost slightly above a trukk, compared to one.
Its hard to be awesome, when your playing with little plastic men. Welcome to Fantasy 40k
If you think your important, in the great scheme of things. Do the water test.
Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
Gratlugg wrote: How are people feeling about the Looted Wagon? It comes in at AV11 with transport capacity and a gun (including option for skorcha) at a price roughly equivalent to a trukk w/ boarding plank. It takes up a Heavy Support slot, but in the era of multi-FOCs, and with the price increase of Battlewagons, does anyone think they have a place amidst a fast AV10/11 mechanised army? It's slower than a trukk, but if you can force target division by say, putting boyz with a character in the wagon and MANz missile in a trukk nearby, it might make it close enough to dump a unit onto something and cover it with templates or big shoota fire. It also gets a (very) cheap deffrolla upgrade.
I'm really interested to know if anyone thinks they're worth it at a cost slightly above a trukk, compared to one.
Well, it's cheap enough to actually work like a rhino. It's a little harder to kill than your trukk, and the skorcha is a nice add-on. I wouldn't go for more weapons or the killkannon simply because it dies too easily (rhinos are infamous enablers for first blood) and most of those will be snap-fired anyways (or not at all when you roll "Don't press dat"). It might work well with bikes and storm boy armies, since it has the same movement distance, unlike the trukk which blast away 24" a turn while bikes might want to use their dakkaguns and storm boyz only get that far with luck.
So, it's no longer a strict downgrade from a battlewagon, but still a niche unit.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
I am definitely considering biting the bullet and investing in 'ard Boyz for trukks. With the morale change, trukks being even more of a death trap for our troops, and orks remaining as vulnerable to shooting (and high initiative in assault) as ever, it might be worth it to sacrifice points somewhere in return for a 4+ armor save.
I'm not sure if that or dedicating more points to babysitting HQs (like painboys) is the way to go, though.
I feel like the new codex is trying to push Ork Boyz back into an assault role. 'Ere We Go, the changes to Waaagh!, the changes to Boarding Planks, the increase in points for Shootas... Didn't I also read somewhere that Mob Rule doesn't effect Ork Boyz in close combat?
Does anybody else get the feeling, to maximize the options for our Ork Boyz, we should be building our lists in that direction?
What we've seen of the new codex doesn't seem to imply that we should necessarily be shooting or assaulting primarily. To me, it just looks like they have ruined the Ork Boy being the be all, end all cornerstone unit of the army. Maybe we're meant to pull from the rest of the codex and tailor our lists to more specific strategies now.
Zog Off wrote: I feel like the new codex is trying to push Ork Boyz back into an assault role. 'Ere We Go, the changes to Waaagh!, the changes to Boarding Planks, the increase in points for Shootas... Didn't I also read somewhere that Mob Rule doesn't effect Ork Boyz in close combat?
Does anybody else get the feeling, to maximize the options for our Ork Boyz, we should be building our lists in that direction?
As long as orks number at least 10 and have a character, they can't fail moral checks in close combat. Outside of combat, a mob rule roll of 1 makes them fall back.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
I'm really dissapointed in the codex but not because i think it's bad, it's just units i collected for 3 years are nerfed and I don't have almost anything that was buffed . But I wanted to ask how would you kit out your foot warboss now ? And can a relic chopa really see play because I'm so tempted to make savage orc warboss in to 40 k warboss with that pose agh )))
This message was edited 1 time. Last update was at 2014/06/24 12:53:00
I'm honestly having a hard time deciding if the T6 from a bike is better or worse than the 2+ of Mega Armor. Power fists will go through either like butter, but S10 at least won't ID the T6 bike-boss.
I'm not sure the choppa relic is worth it in any build. I considered suggesting you run a warboss on bike with it, but at the end of the day, even if you strike at initiative before power fists you're unlikely to melt through enough, say, marine armor saves to quell the inevitable counterattack (or worse, be challenged into submission).
Edit: though, use of the lucky stixx to reroll your attacks with the choppa and potentially score some more instant death rending hits could work, even though now you're putting mutiple relics onto a model without access to an invulnerable save in combat.
This message was edited 1 time. Last update was at 2014/06/24 13:16:54
idk, i just think the ork formation with green tide is the way to go. with some pain boys, warboss, and extra meks, backed by whatever points you can spare for lootas.
that's the direction I'm going to head in anyways!
the changes to waaagh ere we and sluggas being cheaper now, im honestly excited. are warbosses restricted to only one now?
i just can't wait to get the book so i can roll tide!