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![[Post New]](/s/i/i.gif) 2014/06/27 01:44:58
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Smokin' Skorcha Driver
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I just don't know if you can use the formations out of the Ghazzy Waaagh supplement by themselves or if you have to run the Ghazzy FoC.
I saw the book at a store, I'll be back tomorrow and get more I for then.
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![[Post New]](/s/i/i.gif) 2014/06/27 02:28:10
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Battlewagon Driver with Charged Engine
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mrfantastical wrote:There was one formation in the Ghazzy supplement at seemed cool. 5 Battlewagons. All BW get scout.
Too bad the deff rolla got nerfed, otherwise this formation would be amazing.
Do you need to have 5 battlewagons for that? Or can you run it with 3 or 4? Running 5 at 1500 is cutting it close and you wont be able to fit much else (plus I only have 4 BWs :()
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![[Post New]](/s/i/i.gif) 2014/06/27 02:42:53
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Fresh-Faced New User
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Hey guys. I bought my first ork units in 6th edition, about 2 weeks before 7th. and I have just been buying models on ebay/at my flgs. I was hoping to post what I have accumulated and get a little help figuring out what I should play now and in the future, seeing as the new codex is coming out aka out already. I currently own:
35 choppa boyz from the AOBR set - Could be shootas by proxy
15 shoota boys
2 rokkit big guns
5 big shootas
6 nobs
5 loota/burna
5 stormboyz
1 deff dread
1 big mek
Thanks!
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![[Post New]](/s/i/i.gif) 2014/06/27 02:45:21
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Savage Khorne Berserker Biker
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when does the ghaz supplement release? with faction codex?
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![[Post New]](/s/i/i.gif) 2014/06/27 02:51:44
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Slaanesh Chosen Marine Riding a Fiend
Maine
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federali619 wrote:Hey guys. I bought my first ork units in 6th edition, about 2 weeks before 7th. and I have just been buying models on ebay/at my flgs. I was hoping to post what I have accumulated and get a little help figuring out what I should play now and in the future, seeing as the new codex is coming out aka out already. I currently own:
35 choppa boyz from the AOBR set - Could be shootas by proxy
15 shoota boys
2 rokkit big guns
5 big shootas
6 nobs
5 loota/burna
5 stormboyz
1 deff dread
1 big mek
Thanks!
Boyz! And lots of em! Even with the small price hike for Shoota Boyz, I feel they will still be staple. Plus, the more bodies you have, the better in most cases...though, It depends on what sort of army you're trying to build. I personally love CC, despite it having been a bad option before. With us getting some nice buffs to our movement options, it could be viable for us again. So...again, Boyz!
Lootas will still be a solid option, despite them hogging up a slot for our Heavy Support, but they are usually just so darn good it's hard not to take them. The str 7 shots really put people on edge. Just be aware, the Lootas will probably be target numero uno, depending on what else you bring. An Aegies Defense Line can help Lootas survive a bit more by going to ground if they have too, and getting a decent cover save in the process. Grots work wonders if you use the turret that comes with it. Any powerful weapon at Grot BS3 is a godsend for us.
I personally love Walkers, despite their bad reputation. If you go Walkers, you'll want Meks. The Big Mek now will be still decent, with his 5++ saves, giving Walkers more life on the table.
Bikes...Bikes are incredible, despite their changes this edition. They are cheaper in points, and are still pretty durable. You want CC fast, you send Bikes to do the job. Roar up the table with their huge movment, and watch your opponent frown in annoyance. Always fun!
Weirdboyz can now fire off some crazy cool Witchfires, giving us some other high damage output, albeit a little more gimmicky. I'm excited for the changes to these guys the most. Gives me a reason to put them on the table again! But, they do take HQ slots too...
But again, this all boils down to what YOU want your army to do.
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![[Post New]](/s/i/i.gif) 2014/06/27 02:54:19
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Battlewagon Driver with Charged Engine
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federali619 wrote:Hey guys. I bought my first ork units in 6th edition, about 2 weeks before 7th. and I have just been buying models on ebay/at my flgs. I was hoping to post what I have accumulated and get a little help figuring out what I should play now and in the future, seeing as the new codex is coming out aka out already. I currently own:
35 choppa boyz from the AOBR set - Could be shootas by proxy
15 shoota boys
2 rokkit big guns
5 big shootas
6 nobs
5 loota/burna
5 stormboyz
1 deff dread
1 big mek
Thanks!
Right now I would say more boyz, some Battlewagons, bikes and big gunz (though you can easily scratch build these). I dont have the codex right now so I cant say for sure what is working. Automatically Appended Next Post: zachwho wrote:when does the ghaz supplement release? with faction codex?
I believe a week after unless you got the warboss edition.
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This message was edited 1 time. Last update was at 2014/06/27 02:54:54
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![[Post New]](/s/i/i.gif) 2014/06/27 02:55:51
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Fresh-Faced New User
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Boyz! And lots of em! Even with the small price hike for Shoota Boyz, I feel they will still be staple. Plus, the more bodies you have, the better in most cases...though, It depends on what sort of army you're trying to build. I personally love CC, despite it having been a bad option before. With us getting some nice buffs to our movement options, it could be viable for us again. So...again, Boyz!
Lootas will still be a solid option, despite them hogging up a slot for our Heavy Support, but they are usually just so darn good it's hard not to take them. The str 7 shots really put people on edge. Just be aware, the Lootas will probably be target numero uno, depending on what else you bring. An Aegies Defense Line can help Lootas survive a bit more by going to ground if they have too, and getting a decent cover save in the process. Grots work wonders if you use the turret that comes with it. Any powerful weapon at Grot BS3 is a godsend for us.
I personally love Walkers, despite their bad reputation. If you go Walkers, you'll want Meks. The Big Mek now will be still decent, with his 5++ saves, giving Walkers more life on the table.
Bikes...Bikes are incredible, despite their changes this edition. They are cheaper in points, and are still pretty durable. You want CC fast, you send Bikes to do the job. Roar up the table with their huge movment, and watch your opponent frown in annoyance. Always fun!
Weirdboyz can now fire off some crazy cool Witchfires, giving us some other high damage output, albeit a little more gimmicky. I'm excited for the changes to these guys the most. Gives me a reason to put them on the table again! But, they do take HQ slots too...
But again, this all boils down to what YOU want your army to do.
Thanks a lot for your reply. sounds like i need to buy some more units! I am hoping to field a decent 1k point army this weekend. having never actually played a full game, im sure ill make mistakes.
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![[Post New]](/s/i/i.gif) 2014/06/27 03:17:25
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Slaanesh Chosen Marine Riding a Fiend
Maine
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federali619 wrote: Boyz! And lots of em! Even with the small price hike for Shoota Boyz, I feel they will still be staple. Plus, the more bodies you have, the better in most cases...though, It depends on what sort of army you're trying to build. I personally love CC, despite it having been a bad option before. With us getting some nice buffs to our movement options, it could be viable for us again. So...again, Boyz!
Lootas will still be a solid option, despite them hogging up a slot for our Heavy Support, but they are usually just so darn good it's hard not to take them. The str 7 shots really put people on edge. Just be aware, the Lootas will probably be target numero uno, depending on what else you bring. An Aegies Defense Line can help Lootas survive a bit more by going to ground if they have too, and getting a decent cover save in the process. Grots work wonders if you use the turret that comes with it. Any powerful weapon at Grot BS3 is a godsend for us.
I personally love Walkers, despite their bad reputation. If you go Walkers, you'll want Meks. The Big Mek now will be still decent, with his 5++ saves, giving Walkers more life on the table.
Bikes...Bikes are incredible, despite their changes this edition. They are cheaper in points, and are still pretty durable. You want CC fast, you send Bikes to do the job. Roar up the table with their huge movment, and watch your opponent frown in annoyance. Always fun!
Weirdboyz can now fire off some crazy cool Witchfires, giving us some other high damage output, albeit a little more gimmicky. I'm excited for the changes to these guys the most. Gives me a reason to put them on the table again! But, they do take HQ slots too...
But again, this all boils down to what YOU want your army to do.
Thanks a lot for your reply. sounds like i need to buy some more units! I am hoping to field a decent 1k point army this weekend. having never actually played a full game, im sure ill make mistakes.
Oh, of course you will! But every mistake, every loss is just another learning experience. Take em in stride. Orks don't have high win ratios from most games I've played and seen, but they are definitely the most FUN. IMHO.
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![[Post New]](/s/i/i.gif) 2014/06/27 03:20:15
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Savage Khorne Berserker Biker
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you will, take it in stride though, learn from the beatings lol.
you'll have a lot of fun, remember play to win, but have fun regardless. Automatically Appended Next Post: also, never "scoop" (quit) unless its to quickly start another game. let the game teach you, you'll learn more playing to the last man than quiting because your favorite unit got blown up.
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This message was edited 1 time. Last update was at 2014/06/27 03:22:40
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![[Post New]](/s/i/i.gif) 2014/06/27 03:25:59
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Smokin' Skorcha Driver
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Billagio wrote:mrfantastical wrote:There was one formation in the Ghazzy supplement at seemed cool. 5 Battlewagons. All BW get scout.
Too bad the deff rolla got nerfed, otherwise this formation would be amazing.
Do you need to have 5 battlewagons for that? Or can you run it with 3 or 4? Running 5 at 1500 is cutting it close and you wont be able to fit much else (plus I only have 4 BWs :()
Must have 5. Automatically Appended Next Post: zachwho wrote:when does the ghaz supplement release? with faction codex?
Right now it's only in the Ork codex limited edition, which drops Saturday.
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This message was edited 1 time. Last update was at 2014/06/27 03:27:34
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![[Post New]](/s/i/i.gif) 2014/06/27 04:10:42
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Big Mek in Kustom Dragster with Soopa-Gun
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5 bw? is that even possible without going to a massive game? unless you want to ONLY field BW lol
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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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![[Post New]](/s/i/i.gif) 2014/06/27 06:05:00
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Longtime Dakkanaut
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There have been a number of questions on this thread re limitations on battlewagons when taken as dedicated transports.
Both trukks and battlewagons have separate unit entries just like every other unit (so yes, you can take an empty trukk as a fast attack choice should you really really want to), and neither mentions any limitations when taken as dedicated transports.
If a unit can select a dedicated transport, that is mentioned in their unit entry. Interestingly, there seems to be nothing to stop a unit selecting a transport it can't fit into - e.g. a 30-strong boyz unit could select a trukk, even though the trukk can only carry 12, although they can't then board it (until there's only 12 of them left alive  ) - suppose this _might_ be useful as cover for advancing troops perhaps?
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![[Post New]](/s/i/i.gif) 2014/06/27 06:17:53
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Clang wrote:There have been a number of questions on this thread re limitations on battlewagons when taken as dedicated transports.
Both trukks and battlewagons have separate unit entries just like every other unit (so yes, you can take an empty trukk as a fast attack choice should you really really want to), and neither mentions any limitations when taken as dedicated transports.
If a unit can select a dedicated transport, that is mentioned in their unit entry. Interestingly, there seems to be nothing to stop a unit selecting a transport it can't fit into - e.g. a 30-strong boyz unit could select a trukk, even though the trukk can only carry 12, although they can't then board it (until there's only 12 of them left alive  ) - suppose this _might_ be useful as cover for advancing troops perhaps?
I'm pretty sure none of that is correct :I Just seems to be taking rules out of context. Though I'd totally take barebones Trukks just for moveable cover.
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![[Post New]](/s/i/i.gif) 2014/06/27 09:18:00
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Nasty Nob
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Vineheart01 wrote:5 bw? is that even possible without going to a massive game? unless you want to ONLY field BW lol
Five battlewagons with upgrades is 700-800 points. Big Mek on bike with a KFF and a small bike bodyguard is another 200 or so. Leaves you about 900 point for stuff to put in the wagons at 1,850. Yeah, your entire army is basically one big block, but it's a block which could manage a first turn charge with up to a hundred boys and will be deep into the enemy deployment zone by turn 2. It's an all-or-nothing strategy, but if you can make it work, it's going to just wipe out most gunline builds.
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![[Post New]](/s/i/i.gif) 2014/06/27 10:36:50
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Stealthy Grot Snipa
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hey guys
little bit of a big post - can skip to after the dashed line for my end thought and questions, Konfuzed Mek 'ere; wonderin' wat des chopshops should be makin'!
Just read through the pages of the rumours thread i hadn't caught up with.... sooo much doom and gloom! was a waste of a good 30 minutes
Anyways, I was hoping I could get some opinions on some things ive been mulling over;
Dred list
2x morkanaughts
1x Mega dred (from IA8)
3x deff dreds (from IA8)
This is the core id like to start with, i really enjoy making mech models and have fantasied about a walker based force for ages. However what should I look to add? the morka's bring the KFF and KMK, along with their rokkits and KMB, so there pretty AT as far as i can see. However, if im running the dreds as CC dreds then they will be running every turn, therefore not benefiting from the KFF. So i can potentially drop 1 KFF if i wished to, as 1 KFF could cover my three walkers who have the potential to shoot.
What ive been considering is comparing these 3; I know they aren't the same slots, but to me they appear to take similar(ish) roles.
Killakanz - 11,11,10 (2HP), 50 pts base (i think) with grotzooka at 5pts, S7 AP2 in combat, BS3, panic rule
Buggies - 10,10,10 (2HP), 25 pts base, BS2, can get outflank
Grot tank - 10,10,10 (2HP), 30 pts base with slightly higher priced weapons +10 grotzooka, BS3, 5+ invun save.
Kanz - So to me the classic walker army would typically take kanz, They have some nice attacks in CC (even if its a nerf from the DCCW) slightly higher armour value and therefore not susceptible to bolter fire, BS3 is decent. However, panic rule could cause issues and the fact is it seems quite pricey at 50 pts considering its only firing 1 rokkit etc.
Buggies - while not exactly the same as kanz, i feel in the new dex they offer almost the same role, or can fill that role. they have only AV 10, so can be boltered down. they have BS2 and not BS3, but they have TL weapons instead (just cant take grotzooka). So at 25 pts I could field 2 instead of a kan. They dont have panic and can gain outflank - although in this situation i probably wouldn't be using it. They are also more mobile, but obviously bring no CC capabilities. They can jink?
Grot tank - AV 10 again so not quite as durable as the kanz, but come with a built in 5+ invun save, which would be provided by the KFF morka, but now i dont have to worry about being within the 6" bubble. a little more pricey at 30 pts for the base model and then weapons on top. rokkits are 15 pts, which makes them 45, grotzooka at 10 pts. BS3, with 2D6 movement but can always shoot.
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So it just seems to me that the kanz are a little pricey for the amount of shots I would get out of them each turn. They are slightly more durable and have CC capabilities, which the other two obviously completely lack. So overall fill a more general and All-comers role, but I have 3 deff dreds running for CC and the kanz wouldn't arrive for a fair while? unless i give them grotzookas and then run them in T1, for shooting T2?
Grot tanks seem pretty good, again a little pricey if i was going with a rokkit loadout, but reasonable if loaded with grotzookas. movement little unpredictable, but still reasonably mobile at average 7". They also have the 5++, which is a nice bonus, as i wouldn't have to sit near them with a KFF. I can also bring them and use up a elites slot and not a heavy slot. The buggies however seem extremely pts efficient for the rokkit loadout, with no pts cost increase for the weapon swap, extremely mobile and i can field quite a few squadrons. So at this point im thinking that both the grot tanks and buggies seem superior in a gun platform point of view, providing more fire power per points cost at the sacrifice of the armour 11 and CC.
What do you guys think?
are kanz worth it?
Am I making the wrong sort of unit comparisons?
I could potentially field a bit of all these units or say 2, so a kan squad and say some buggies, looking for some experienced advice as ive never ran a walker list and im eager to get converting scratchbuilding but didn't want to make something I then feel is a really weak link and gets shelved (as it takes ages for me to make stuff and get it on the tabletop - need to be efficient  )
Solar
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Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
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![[Post New]](/s/i/i.gif) 2014/06/27 10:42:40
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Fxeni wrote:Ghazzie lost the auto-6" run for the army? And the +2 attacks on the charge? And the cybork invul, plus he can't call his WAUGH at any point AND it only lasts one player turn?
And gained nothing for the same number of points as before?
Man, was hoping I could still run him - woulda still taken him, if only for the 6" charge. What a bummer.
His Waaagh still lasts until your next turn, and due to his Warlord Trait also still gives fearless for both player turns. Otherwise, yes, he got nerfed pretty bad.
Characters being able to take Waaagh! banners was a false rumor. The only way to get a Waaagh! banner outside of a unit of nobz is the Lukky Stikk - which honestly is so good that you should never build a warboss without one.
mrfantastical wrote:Also from what I remember, Ghazzy's Waaagh did a lot of stuff, but it allowed SnP units to RUN!
So that's not bad at all.
Only does that for his own unit now, as described in the first post. In my opinion there is little reason to field Thrakka now, even if he doesn't take up a HQ slot.
Melevolence wrote: Clang wrote:There have been a number of questions on this thread re limitations on battlewagons when taken as dedicated transports.
Both trukks and battlewagons have separate unit entries just like every other unit (so yes, you can take an empty trukk as a fast attack choice should you really really want to), and neither mentions any limitations when taken as dedicated transports.
If a unit can select a dedicated transport, that is mentioned in their unit entry. Interestingly, there seems to be nothing to stop a unit selecting a transport it can't fit into - e.g. a 30-strong boyz unit could select a trukk, even though the trukk can only carry 12, although they can't then board it (until there's only 12 of them left alive  ) - suppose this _might_ be useful as cover for advancing troops perhaps?
I'm pretty sure none of that is correct :I Just seems to be taking rules out of context. Though I'd totally take barebones Trukks just for moveable cover.
But it is. In regular combined arms detachments the trukks you by for your 30 boyz would even gain objective secured. Put them in reserves and drive them onto objectives. At worst, they are driving bombs, causing huge S4 explosions. Quit a steal for 30 points - style point for modeling your trukks a bomb-squiggoths.
I also just checked the codex, trukk are a fast attack choice, so you can buy a solo trukk to drive your weirdboy around or whatever. I'll update it in the first post.
Perfect Organism wrote: Vineheart01 wrote:5 bw? is that even possible without going to a massive game? unless you want to ONLY field BW lol
Five battlewagons with upgrades is 700-800 points. Big Mek on bike with a KFF and a small bike bodyguard is another 200 or so. Leaves you about 900 point for stuff to put in the wagons at 1,850. Yeah, your entire army is basically one big block, but it's a block which could manage a first turn charge with up to a hundred boys and will be deep into the enemy deployment zone by turn 2. It's an all-or-nothing strategy, but if you can make it work, it's going to just wipe out most gunline builds.
You don't really need any upgrade beside ram and planks though. Weapon destroyed is not happening a lot so, it's 130 per wagon (110+5+15). Add 20 slugga boyz to each and you've got 1250 points. Note that these detachments only check for characters on a mob rule roll of 1, so nobz aren't exactly needed.
federali619 wrote:Hey guys. I bought my first ork units in 6th edition, about 2 weeks before 7th. and I have just been buying models on ebay/at my flgs. I was hoping to post what I have accumulated and get a little help figuring out what I should play now and in the future, seeing as the new codex is coming out aka out already. I currently own:
35 choppa boyz from the AOBR set - Could be shootas by proxy
15 shoota boys
2 rokkit big guns
5 big shootas
6 nobs
5 loota/burna
5 stormboyz
1 deff dread
1 big mek
Thanks!
Your collection isn't exactly ready for a 1000 points game, you'd have to stretch your models pretty thin to get there. Try convincing your opponent to play 750, so you could play something like this:
HQ
Big Mek, KFF, Da Dead Shiney Shoota (80)
Troops
20 Shootaz boyz, Nob, PK, boss pole, shoota, Big Mek goes here. (180)
(proxy big shootaz shoota boyz, non-ork players can't tell the difference anyways)
20 Slugga boyz, Nob, PK, boss pole (160)
20 Slugga boyz, Nob, PK, boss pole (160)
(proxy storm boyz or burnaz as more sluggas)
Heavy Support
Deff Dread, 2 Skorchas, Grot Riggers (100)
5 Lootaz (70)
If your opponent insists on 1000 points, you can add 'eavy armor to all your boyz and get 'eavy armor for your mek. That army would a lot worse than a 1000 point army from most other factions, it's a common trap for new ork players to fall into.
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This message was edited 1 time. Last update was at 2014/06/27 11:54:35
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. |
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![[Post New]](/s/i/i.gif) 2014/06/27 10:53:52
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Sister Vastly Superior
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Solar Shock wrote:hey guys
little bit of a big post - can skip to after the dashed line for my end thought and questions, Konfuzed Mek 'ere; wonderin' wat des chopshops should be makin'!
Just read through the pages of the rumours thread i hadn't caught up with.... sooo much doom and gloom! was a waste of a good 30 minutes
Anyways, I was hoping I could get some opinions on some things ive been mulling over;
Dred list
2x morkanaughts
1x Mega dred (from IA8)
3x deff dreds (from IA8)
This is the core id like to start with, i really enjoy making mech models and have fantasied about a walker based force for ages. However what should I look to add? the morka's bring the KFF and KMK, along with their rokkits and KMB, so there pretty AT as far as i can see. However, if im running the dreds as CC dreds then they will be running every turn, therefore not benefiting from the KFF. So i can potentially drop 1 KFF if i wished to, as 1 KFF could cover my three walkers who have the potential to shoot.
I've been seeing a lot of people want to to a Dread mob army and I feel I must point something out because I think a lot of people are missing a crucial bit of information. in a Dreadmob list you must take a minimum of one unit of spanna boys, can't just have a deff dread squadron as your one troops choice.
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Double Fine Adventure, Wasteland 2, Nekro, Shadowrun Returns, Tropes vs. Women in Video Games, Planetary Annihilation, Project Eternity, Distance, Dreamfall Chapters, Torment: Tides of Numenera, Consortium, Divinity: Original Sin, Smart Guys, Raging Heroes - The Toughest Girls of the Galaxy, Armikrog, Massive Chalice, Satellite Reign, Cthulhu Wars, Warmachine: Tactics, Game Loading: Rise Of The Indies, Indie Statik, Awesomenauts: Starstorm, Cosmic Star Heroine, THE LONG DARK, The Mandate, Stasis, Hand of Fate, Upcycled Machined Dice, Legend of Grimrock: The Series, Unsung Story: Tale of the Guardians, Cyberpunk Soundtracks, Darkest Dungeon, Starcrawlers
I have a KickStarter problem. |
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![[Post New]](/s/i/i.gif) 2014/06/27 11:47:07
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Solar Shock wrote:What do you guys think?
are kanz worth it?
Am I making the wrong sort of unit comparisons?
If your whole army is torn appart by your deff dreads running away, don't run them away?
Give the some shooting and keep them with the nauts and kanz. Deff dreads also increase the chance of Kanz passing their test by 1, so a single deff dread is enough to keep them save until they drop below 3 walkers.
In addition, failing panic tests just shakes them - they can still move and assault as normal. However, they would be unable to shoot their grotzookas, so maybe rokkits are a better choice?
I also just checked 7th edition rules, and it appears that the deff dread no longer gains additional attacks from having four close combat weapons, so there is no reason to actually buy the four PKs. However, a barebone Deff Dread now has four attacks (five on the charge) instead of three. Rokkits are free, so you could just drop the deff dreads to 80 points a piece.
I'll update the first post to reflect that.
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This message was edited 1 time. Last update was at 2014/06/27 11:52:28
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. |
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![[Post New]](/s/i/i.gif) 2014/06/27 12:19:41
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Nasty Nob
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Jidmah wrote:I also just checked 7th edition rules, and it appears that the deff dread no longer gains additional attacks from having four close combat weapons, so there is no reason to actually buy the four PKs. However, a barebone Deff Dread now has four attacks (five on the charge) instead of three. Rokkits are free, so you could just drop the deff dreads to 80 points a piece.
My copy of the rules says:
"If a Walker is armed with two or more Melee weapons, it gains +1 bonus Attack for each additional weapon after the first. Unlike other models, this is not limited to a single bonus Attack, so a Walker with three Melee weapons would have 2 bonus Attacks."
Third paragraph under the heading 'WALKERS AND ASSAULTS'.
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![[Post New]](/s/i/i.gif) 2014/06/27 12:42:25
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Stealthy Grot Snipa
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Madcat87 wrote:
I've been seeing a lot of people want to to a Dread mob army and I feel I must point something out because I think a lot of people are missing a crucial bit of information. in a Dreadmob list you must take a minimum of one unit of spanna boys, can't just have a deff dread squadron as your one troops choice.
Where is this? in IA8? i cant find it, page?
Hmm that is not a problem tbh anyway, as I was planning on bringing some boys anyways, the dred list wasn't intended to be a walker only list, its just I love converting walkers with monsterously crazy weapons
Id bring the spanna boys and the HQ I need, so most likely a painboss, who can go with the squad directly. then il probably give them a trukk as transport and either keep them backfield as a sort of back-up for where its needed, or il push them forward.
If your whole army is torn appart by your deff dreads running away, don't run them away?
Give the some shooting and keep them with the nauts and kanz. Deff dreads also increase the chance of Kanz passing their test by 1, so a single deff dread is enough to keep them save until they drop below 3 walkers.
In addition, failing panic tests just shakes them - they can still move and assault as normal. However, they would be unable to shoot their grotzookas, so maybe rokkits are a better choice?
I also just checked 7th edition rules, and it appears that the deff dread no longer gains additional attacks from having four close combat weapons, so there is no reason to actually buy the four PKs. However, a barebone Deff Dread now has four attacks (five on the charge) instead of three. Rokkits are free, so you could just drop the deff dreads to 80 points a piece.
I'll update the first post to reflect that
It wasn't really that i thought the dreds running was an issue it was more that running them goes against the idea of a KFF and the panic rule. Both of those would suggest to keep them close by. But I am not too worried about the panic test, as you said, its only shaken. With 3 dreds, all being in their own squads or in two squads, i can always keep one back for shooting while two others rush ahead. Nice catch on the ruling though, being 4(5) on charge is really nice considering like you said,no point getting extra CCW, but surely that must be a mistake? if they can take extra CCW's in the new dex for +pts then they would have to give a benefit? else its simply someone not thinking it through at GW? I like the idea of a rokkit one,perhaps big shootas even, considering the BS2.
I think then a unit of 6 Kanz with grotzookas is nice, thats still 12 pi plates a turn once in range. So turn 1 run them with the two dreds that are running, my spanna boys boys too possibly. Then once in range they can start laying down the hurt. Although 12 pi plates all at one target seems like a lot of overkill. Sure il probably wipe whatever it was, but with two sets of 3 (so 6 pi plates) id be able to shoot 2 targets up.
I am then thinking il fill the rest of points up with grots (for cheap OS troops) who I will use to simply flood the board, acting as charge shields perhaps, and simply distractions. I mean if someone chooses to shoot up my grots instead of my kanz or dreds then thats all gravy  Possibly il then fit in some buggies if I fancy it. gona do a rough estimate:
2x morka's (290ish) = 600
3x dreds (80) = 240
6x kanz (50) = 300
1x spanna boys (60) + trukk (35) = 95
Thats 1250ish for this core section, I can then bring some HQ's as needed and fill the rest as i like, aiming for 1850 would leave me 600 pts which seems plenty for some. Especially if I use grots. plus it would look hilarious having tonnes of tiny grots running riot under all those walkers feet
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Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
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![[Post New]](/s/i/i.gif) 2014/06/27 12:48:09
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Perfect Organism wrote: Jidmah wrote:I also just checked 7th edition rules, and it appears that the deff dread no longer gains additional attacks from having four close combat weapons, so there is no reason to actually buy the four PKs. However, a barebone Deff Dread now has four attacks (five on the charge) instead of three. Rokkits are free, so you could just drop the deff dreads to 80 points a piece.
My copy of the rules says:
"If a Walker is armed with two or more Melee weapons, it gains +1 bonus Attack for each additional weapon after the first. Unlike other models, this is not limited to a single bonus Attack, so a Walker with three Melee weapons would have 2 bonus Attacks."
Third paragraph under the heading 'WALKERS AND ASSAULTS'.
Hah, you're right! In that case, our deff dread has been buffed by getting +1 attack
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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. |
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![[Post New]](/s/i/i.gif) 2014/06/27 12:56:55
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Nasty Nob
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So a Dread with four klaws now has EIGHT attacks on the charge? A pack of those should be able to take down pretty much anything in the game if they can reach it.
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![[Post New]](/s/i/i.gif) 2014/06/27 13:02:41
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Stealthy Grot Snipa
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Perfect Organism wrote:So a Dread with four klaws now has EIGHT attacks on the charge? A pack of those should be able to take down pretty much anything in the game if they can reach it.
so 4(5) + 4 CCW's so +3 attacks? yeh that is nasty!
ive never run dreds, whats there optimum targets? - vehicles, MC's, weak infantry units?
and what should I avoid? - dedicated CC units? or can I also give these a good bashing?
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Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
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![[Post New]](/s/i/i.gif) 2014/06/27 13:12:39
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Longtime Dakkanaut
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With the new Mob Rule I think that MANZ are going to really shine in this dex.
I've always liked running the MANZ missile (3 Manz, Trukk) and between the point reduction of the Trukk, the assault move gain of the Boarding Ramp, and the overall boost to assaulting units in cover (now just -2 movement) they are looking like a great option.
The Mob rule now gives this unit a fighting chance to stay on the board, and once they get in combat they are unlikely to go anywhere until their enemies are just dead. Even a bad roll on the Mob Chart is unlikely to do a wound to them.
The 2x CCW thing looks great as well, not sure what the points cost is like but you're still looking at a 175 ish unit that rocks a buttload of S8/9 AP2 attacks that can also move 24" a turn and has considerable assault threat range from T2 onwards.
Sure the Trukks can get shot to bits, but with the now more ubiquitous cover saves in 7th they have a good chance to survive T1.
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This message was edited 1 time. Last update was at 2014/06/27 13:13:04
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![[Post New]](/s/i/i.gif) 2014/06/27 13:51:24
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Switching PK and TL-Shoota for twin Kill-Saws is 10 points and is done on a per-model base. So you can switch two of your MANz to killsaws and keep another three at PKs. It's not like many vehicles are going to survive ten S9 AP2 armorbane attacks.
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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. |
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![[Post New]](/s/i/i.gif) 2014/06/27 13:52:52
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Sister Vastly Superior
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Solar Shock wrote: Madcat87 wrote:
I've been seeing a lot of people want to to a Dread mob army and I feel I must point something out because I think a lot of people are missing a crucial bit of information. in a Dreadmob list you must take a minimum of one unit of spanna boys, can't just have a deff dread squadron as your one troops choice.
Where is this? in IA8? i cant find it, page?
Hmm that is not a problem tbh anyway, as I was planning on bringing some boys anyways, the dred list wasn't intended to be a walker only list, its just I love converting walkers with monsterously crazy weapons
Id bring the spanna boys and the HQ I need, so most likely a painboss, who can go with the squad directly. then il probably give them a trukk as transport and either keep them backfield as a sort of back-up for where its needed, or il push them forward.
On pg 132 their unit entry
1+ Spanna Boyz mob
*bunch of fluff.....*NOTE: An Ork Dread Mob list army must contain at least 1 Spanna Boyz mob
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This message was edited 1 time. Last update was at 2014/06/27 13:53:09
Double Fine Adventure, Wasteland 2, Nekro, Shadowrun Returns, Tropes vs. Women in Video Games, Planetary Annihilation, Project Eternity, Distance, Dreamfall Chapters, Torment: Tides of Numenera, Consortium, Divinity: Original Sin, Smart Guys, Raging Heroes - The Toughest Girls of the Galaxy, Armikrog, Massive Chalice, Satellite Reign, Cthulhu Wars, Warmachine: Tactics, Game Loading: Rise Of The Indies, Indie Statik, Awesomenauts: Starstorm, Cosmic Star Heroine, THE LONG DARK, The Mandate, Stasis, Hand of Fate, Upcycled Machined Dice, Legend of Grimrock: The Series, Unsung Story: Tale of the Guardians, Cyberpunk Soundtracks, Darkest Dungeon, Starcrawlers
I have a KickStarter problem. |
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![[Post New]](/s/i/i.gif) 2014/06/27 14:00:41
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Missionary On A Mission
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Question:
Didn't Stormboyz get really good with the Waaagh? A group of 30 have a crazy charge range. How much would that cost kitted out?
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![[Post New]](/s/i/i.gif) 2014/06/27 14:14:26
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Savage Khorne Berserker Biker
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with that formation in the codex, you're restricted to only those units? you can't take transports?
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![[Post New]](/s/i/i.gif) 2014/06/27 14:22:51
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Stealthy Grot Snipa
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More Dakka wrote:With the new Mob Rule I think that MANZ are going to really shine in this dex.
I've always liked running the MANZ missile (3 Manz, Trukk) and between the point reduction of the Trukk, the assault move gain of the Boarding Ramp, and the overall boost to assaulting units in cover (now just -2 movement) they are looking like a great option.
The Mob rule now gives this unit a fighting chance to stay on the board, and once they get in combat they are unlikely to go anywhere until their enemies are just dead. Even a bad roll on the Mob Chart is unlikely to do a wound to them.
I couldn't agree more. MANZ missiles have always been fun to run too, such a deadly little unit. a few MANz missiles, get into range, disembark, waaaaagh! run, assault (with 2+ for boarding plank), I amassuming this is ok? as your still technically assaulting out of the vehicle yeh? Thats a crazy charge range.
The 2x CCW thing looks great as well, not sure what the points cost is like but you're still looking at a 175 ish unit that rocks a buttload of S8/9 AP2 attacks that can also move 24" a turn and has considerable assault threat range from T2 onwards.
are you referring to the dreds here? confused as to the 24" moving? Ahh nah your still on about MANz, gotcha!  Are the dual killsaws even really that needed? as mentioned, not much survives armourbane PKs, but not much survives PK's as it is vehicle wise
thanks for the pg ref. ive realised with double FOC im not too worried about them being IA8 now. As with IA8 it says that even though there troops they are specifically non-scoring and non-denial. Which if i was playing fairly i would with 7th ed transfer that and say that they aren't OS (basically no bonus for being troops, so may as well bring as heavy)
Im unsure about stormboys, seen alot of complaining about the fact that they take wounds when using the 2D6 run function, although my biggest gripe is zagstruk no longer allowing DS charge, as thats why i thought he was cool and totally orky. He don't give a damn about coming down on the enemy, Dem 'umies nice an' squishy, perfect ork landin' pads.
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Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
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![[Post New]](/s/i/i.gif) 2014/06/27 14:23:19
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Perfect Organism wrote:So a Dread with four klaws now has EIGHT attacks on the charge? A pack of those should be able to take down pretty much anything in the game if they can reach it. Profile has three attacks. Base Dread has 2 PKs, so +1 Buy two more for 10 pts each, +2 Charge, +1 Hammer of Wrath would be the eight. Total of one S5 AP- attack at I10, followed by seven S10 AP2 attacks at I2. Automatically Appended Next Post: AdeptSister wrote:Question: Didn't Stormboyz get really good with the Waaagh? A group of 30 have a crazy charge range. How much would that cost kitted out?
Full unit of 30 including nob, PK and BP is 310 points. 375 if you add Zagstruk. zachwho wrote:with that formation in the codex, you're restricted to only those units? you can't take transports?
Dedicated transports yes, transports from heavy support slots, no. So you can add trukks for boyz and nobz/ MANz and/or a battlewagon for nobz/ Manz. Not battlewagons for boyz or looted wagons for anyone.
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This message was edited 2 times. Last update was at 2014/06/27 14:27:40
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. |
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