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![[Post New]](/s/i/i.gif) 2014/06/29 16:16:43
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Growlin' Guntrukk Driver with Killacannon
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Codex in hand, I'm positively appalled. I still don't know what to do of my orks when a lowly tank-shocking rhino or fear-inducing enemy can throw the bulk of my forces into a suicidal frenzy. Sure, there are some good picks here and there but, surrounded by non-threats as they are, any opponent can single them out and, in no small part thanks to Mob Rule, break them with ease. Anyways, let's focus on the positives. - Mek Guns: Resilient, cheap and absolutely devastating. One of the few units without obvious cons. The age of the Loota is over, all hail the Mek Gun. - Buggies: What's the point in taking Tankbustas when you can take the cheaper, faster and more accurate buggies instead? And outflanking to boot! - Warbikes: While a bit tougher than every other ork unit, they're still vulnerable to the pesky Mob Rule so adding a bikerboss for a Ld boost is pretty much mandatory. Speaking of which, now that warbosses in general have lost some of the little goodies that made them shine, babysitting bikers and striking down targets of opportunity will be my Bikerboss' main duties. And if an enemy CC beatstick rears its ugly butt, I'll be unleashing the combined power of 16 twin-linked big shootas upon it and driving over its bullet-ridden corpse. - Blitza Bomma: I always loved the model, now I have good reasons to field it. - KFF Bikers: Still unsure if it's possible or not (a fellow ork player swears you can). If it is, that mobile, resilient bubble of 5++ will surely come in handy. - Stompa: Though my group is still reluctant to let superheavies in, I think the Stompa is one of the better balanced units in the codex. Good guns, crazy good in CC, fast, dead hard if kitted properly and packing a nice bubble of fearlessness around it, the Stompa seems to be the deathstar Nob Bikers once were. We ork players must lobby hard to gain widespread acceptance for our fat robot ballerinas. It's sad that we have been forced to invest 700+ points in a superheavy to get what other armies take for granted, but as things stand now it is our lackluster codex's only answer to all the threats we're powerless against.
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This message was edited 1 time. Last update was at 2014/06/29 16:23:26
War does not determine who is right - only who is left. |
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![[Post New]](/s/i/i.gif) 2014/06/29 16:43:30
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Warp-Screaming Noise Marine
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So is a flash Gitzcforce possible ?
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![[Post New]](/s/i/i.gif) 2014/06/29 17:12:11
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Member of a Lodge? I Can't Say
OK
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So Flash Gitz seem like they are better than Nobz in any way since they're only 4 pts more than regular nobs and also all come with bosspoles. However I am still confused at what they are supposed to do. Sure, they sound cool, but 3 S5 shots on a 6+ save platform isn't really that amazing and isn't likely to shoot any unit off the board in a turn. Sure they have a 50% chance of ignoring power armor but I don't really count 50% as good odds especially when you can't roll the AP until after you target a unit.
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Argel Tal and Cyrene: Still a better love story than Twilight |
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![[Post New]](/s/i/i.gif) 2014/06/29 17:44:03
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Yellin' Yoof on a Scooter
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Are regular nobz in a transport useful at all these days? They don't seem to have changed much since the last Codex, except now they need to be babysat by an HQ (Painboy) to be as much of a threat as they used to. In a fluffy Goff-styled army (maybe in a battlewagon), can they compete at all with Meganobz and hordes of Slugga Boyz as a close combat tool?
I understand they simply lack the beastliness to fight other dedicated CC units from other armies, so what is their purpose? If it's bullying non-dedicated CC units, don't larger numbers of boyz do it just as well with a hidden PK?
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![[Post New]](/s/i/i.gif) 2014/06/29 19:14:49
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Raging Ravener
Norway
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My 2 largest armies are Tyranids and Orks, with Orks being my first love, and I'm despairing right now. Both codexes seem to have been written in a vacuum where none of the really powerful 'dexes exist and the rules of 7th don't overwhelmingly favour shooting unless you have insane speed AND resilience, neither of which Orks/'Nids have. As for positives about this codex Agent_Tremolo pretty much hit it on the head with the possible addition of Deffkoptas. In short: Codex: Orks = one massive monobuild meh. Oh well, maybe I'll have some fun playing it as long as I don't have to face really powerful lists.
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Evolve, overcome, consume. |
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![[Post New]](/s/i/i.gif) 2014/06/29 19:20:19
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Mutilatin' Mad Dok
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I played a game against Dark Angels last night at 1000 points, and I won quite handily. I think he kept too much in reserve and spent too many points on HQ and a Land Raider, to be fair.
I quite like being able to take eavy armour on all of my boys mobs. Makes it feel like a more elite army but you still get to bring a big horde of boys.
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![[Post New]](/s/i/i.gif) 2014/06/29 19:50:59
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Regular Dakkanaut
Bismarck ND
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Jambles wrote:I played a game against Dark Angels last night at 1000 points, and I won quite handily. I think he kept too much in reserve and spent too many points on HQ and a Land Raider, to be fair.
I quite like being able to take eavy armour on all of my boys mobs. Makes it feel like a more elite army but you still get to bring a big horde of boys.
I keep coming back to this as well, you can spam ardboyz! With a painboy in the unit they really feel elite.
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![[Post New]](/s/i/i.gif) 2014/06/29 20:14:50
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Tough-as-Nails Ork Boy
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Jambles wrote:I played a game against Dark Angels last night at 1000 points, and I won quite handily. I think he kept too much in reserve and spent too many points on HQ and a Land Raider, to be fair.
I quite like being able to take eavy armour on all of my boys mobs. Makes it feel like a more elite army but you still get to bring a big horde of boys.
I played a 1000pt game vs space wolves last night and I got poop in my mouth. I'd love to spam 'ard boyz, but I feel like in my small list, it over cost me. Definitely want to try 'ard boys and a doc to create an elite blob in my next 1850 game.
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"If the application of force does not solve a problem; apply more force." |
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![[Post New]](/s/i/i.gif) 2014/06/30 00:35:56
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Crazed Spirit of the Defiler
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Is there any point to still putting Klaws on nob lead trukk boyz? They dont even seem to last long enough to make a difference.
Also heres a 2000pt list I came up with, its a trukk list with a screen of buggies to defend the wave of trukks.
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This message was edited 3 times. Last update was at 2014/06/30 01:21:33
Games Workshop: Ruining Chaos Space Marines since 2007
First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.
Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.
Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.
Then, they raised prices on the Marines, and there was nobody to speak out for me. |
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![[Post New]](/s/i/i.gif) 2014/06/30 02:00:59
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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Spartan089 wrote:Is there any point to still putting Klaws on nob lead trukk boyz? They dont even seem to last long enough to make a difference.
Also heres a 2000pt list I came up with, its a trukk list with a screen of buggies to defend the wave of trukks.
I haven't had much chance to test the newer changes, but I always feel Klaws on Nobz is manditory. Without it, those Trukk Boyz DEFINATLY won't be doing a heck of a lot once in CC. In my last game, a single Klaw nob single handedly killed a Necron walker, while boys acted as wound shields.
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![[Post New]](/s/i/i.gif) 2014/06/30 02:41:37
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Member of a Lodge? I Can't Say
OK
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So I've been trying hard to think of what to do with a tellyport blasta big mek, because it just sounds so cool to me. I finally had a eureka moment.
Big mek + mega armor (with klaw and mega-blasta), tellyport blasta, and LUCKY STIKK.
This guys rolls with a unit of Flash Gitz and uses the stikk to tank for them on his 2+ rerolling save in the enemy's turn (or simply LoS if getting shot with AP 1 or 2), and then he uses his hit reroll for his tellyport blasta (or even his mega-blasta if he's not within 12"). Finally, he can reroll wounds just in case you're up against something like Centurions or a Wraithknight.
I'm glad I thought of a use for him that should work pretty well!
This unit would probably do best staying low key until late game when it shows up and starts blasting, or else I would throw a painboy in there, but I think that would attract too much attention.
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Argel Tal and Cyrene: Still a better love story than Twilight |
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![[Post New]](/s/i/i.gif) 2014/06/30 02:51:24
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Crazed Spirit of the Defiler
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Melevolence wrote: Spartan089 wrote:Is there any point to still putting Klaws on nob lead trukk boyz? They dont even seem to last long enough to make a difference.
Also heres a 2000pt list I came up with, its a trukk list with a screen of buggies to defend the wave of trukks.
I haven't had much chance to test the newer changes, but I always feel Klaws on Nobz is manditory. Without it, those Trukk Boyz DEFINATLY won't be doing a heck of a lot once in CC. In my last game, a single Klaw nob single handedly killed a Necron walker, while boys acted as wound shields.
Thats why I didnt phase out all the klaws, out of 6 groups of trukk boys I put 3 of them with klaws
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Games Workshop: Ruining Chaos Space Marines since 2007
First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.
Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.
Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.
Then, they raised prices on the Marines, and there was nobody to speak out for me. |
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![[Post New]](/s/i/i.gif) 2014/06/30 02:57:15
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Waaagh! Warbiker
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No one has been talking about our wierdboys...
I feel they are pretty freaken awesome. They have some nice witchfire spells but where I think they really shine is there WC1 deepstrike rule.
Attach a painboy and a weirdboy in a squad of flashgitz and just tellaport them around the field killing all the fun stuff.
Since the psykic phase is its own phase now the squad doesn't count as moving, letting them get anywhere and retain that BS3.
Then you start adding in tellaporting MANz...who needs trukks when you can show-up behind the enemy turn 1
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When life give you lemons keep them, because hey, free lemons |
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![[Post New]](/s/i/i.gif) 2014/06/30 03:01:50
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Mekboy on Kustom Deth Kopta
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Hazard30 wrote:No one has been talking about our wierdboys...
I feel they are pretty freaken awesome. They have some nice witchfire spells but where I think they really shine is there WC1 deepstrike rule.
Attach a painboy and a weirdboy in a squad of flashgitz and just tellaport them around the field killing all the fun stuff.
Since the psykic phase is its own phase now the squad doesn't count as moving, letting them get anywhere and retain that BS3.
Then you start adding in tellaporting MANz...who needs trukks when you can show-up behind the enemy turn 1
When you deep strike, you count as having moved for the shooting phase.
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![[Post New]](/s/i/i.gif) 2014/06/30 04:42:50
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Ork Boy Hangin' off a Trukk
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Just played my first 2 games today with the new codex vs IG and Necrons... Speed Freaks are going to be a lot of fun. The new Waaagh! Is a total game changer. I was in cc with 80% of my army round 2 in both games.
Plus even though I hate the new ramshackle its way better than getting blown up 2/3 of the time. I lost 2 out of 12 trukks to explode results over 2 games and just 1 of 4 wagons.
The new mob rule isnt that bad. I missed a few checks but never lost a lot of boyz because of it. There is light at the end of the tunnel for those of us that feel the need for speed.
Beat Necrons 11 to 4 in 5 turns.
Beat IG 23 to 3. Tabled him turn 6.
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I feel the need, the need for speed. |
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![[Post New]](/s/i/i.gif) 2014/06/30 04:57:10
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Resentful Grot With a Plan
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What about a weird boy with a Gorkanaut. If I drop a gorkanaut in your lap I don't think you will be shooting at the trucks charging across the board. I really wish they had made the Deffdread a unit of 2. They look like fun but just are not worth the HS slot.
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This message was edited 1 time. Last update was at 2014/06/30 04:58:37
Insert inspiring text here.
3K |
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![[Post New]](/s/i/i.gif) 2014/06/30 05:05:25
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Irked Necron Immortal
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Stashgordon36 wrote:Just played my first 2 games today with the new codex vs IG and Necrons... Speed Freaks are going to be a lot of fun. The new Waaagh! Is a total game changer. I was in cc with 80% of my army round 2 in both games.
Plus even though I hate the new ramshackle its way better than getting blown up 2/3 of the time. I lost 2 out of 12 trukks to explode results over 2 games and just 1 of 4 wagons.
The new mob rule isnt that bad. I missed a few checks but never lost a lot of boyz because of it. There is light at the end of the tunnel for those of us that feel the need for speed.
Beat Necrons 11 to 4 in 5 turns.
Beat IG 23 to 3. Tabled him turn 6.
Good to hear! Could you maybe state what your list was, and what lists they were running (roughly speaking)?
It's good to get some actual in-game info, anecdotal though it may be.
For all of you coming here to complain about the changes: We all sympathise with your position, being Ork players ourselves, but as valid as your complaints are, this thread is not the place for them. This thread is about brainstorming tactics using the NEW Ork codex, not lamenting the old one.
If you've come here with the sole intention of complaining about what changed, save your time and don't post. No one here who is actually here to discuss tactics will read it anyway, I know I've long since blocked out the vast majority of complaints as white noise.
Anyway, I had a great time today with a unit of 17 'ard boyz with a painboy and a warboss in mega armour with the lucky stick, all rolling in a battlewagon. That unit just did not die.
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![[Post New]](/s/i/i.gif) 2014/06/30 05:18:14
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Smokin' Skorcha Driver
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Couple of observations about MegaNobz. They are both improved, but still situational.
Good:
*may trade both weapons for 2 killsaws. With this upgrade, MegaNobz are the best CC anti-vehicle unit in the codex (S9, armourbane, +1 from two specialist weapons, AP2).
Bad:
*still can't run.....except, if Ghazzy calls a Waaagh.
*same point cost as a terminator, yet not invul, or deepstrike
*still no sweeping advance
*no waaaagh banner
All in all, they make a good secondary CC unit, but are too slow, and transport dependant to be a front line unit. Funny thing is that now that Cybork bodies lost invuls, and any unit can get a Painboy, value for MegaNobz has gone up.
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This message was edited 2 times. Last update was at 2014/06/30 05:20:11
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![[Post New]](/s/i/i.gif) 2014/06/30 05:50:34
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Lead-Footed Trukkboy Driver
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herpguy wrote:So I've been trying hard to think of what to do with a tellyport blasta big mek, because it just sounds so cool to me. I finally had a eureka moment.
Big mek + mega armor (with klaw and mega-blasta), tellyport blasta, and LUCKY STIKK.
This guys rolls with a unit of Flash Gitz and uses the stikk to tank for them on his 2+ rerolling save in the enemy's turn (or simply LoS if getting shot with AP 1 or 2), and then he uses his hit reroll for his tellyport blasta (or even his mega-blasta if he's not within 12"). Finally, he can reroll wounds just in case you're up against something like Centurions or a Wraithknight.
I'm glad I thought of a use for him that should work pretty well!
This unit would probably do best staying low key until late game when it shows up and starts blasting, or else I would throw a painboy in there, but I think that would attract too much attention.
I like it. The only issue I can see is you could end up in situations where you are up against something that the Flashgitz shouldn't be shooting at, put is a prime target for the Tellyporty, ie vehicles.
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orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.
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![[Post New]](/s/i/i.gif) 2014/06/30 06:18:50
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Longtime Dakkanaut
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mrfantastical wrote:Couple of observations about MegaNobz. They are both improved, but still situational.
Good:
*may trade both weapons for 2 killsaws. With this upgrade, MegaNobz are the best CC anti-vehicle unit in the codex (S9, armourbane, +1 from two specialist weapons, AP2).
Bad:
*still can't run.....except, if Ghazzy calls a Waaagh.
*same point cost as a terminator, yet not invul, or deepstrike
*still no sweeping advance
*no waaaagh banner
All in all, they make a good secondary CC unit, but are too slow, and transport dependant to be a front line unit. Funny thing is that now that Cybork bodies lost invuls, and any unit can get a Painboy, value for MegaNobz has gone up.
A unit of 3 in a trukk, hugging cover as it zooms across the board, would at least be a great distraction unit. But yes, annoyingly slow - if the trukk blows up early, then plodding 6" per turn towards the enemy won't scare anyone :(
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![[Post New]](/s/i/i.gif) 2014/06/30 09:25:20
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Stealthy Grot Snipa
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A unit of 3 in a trukk, hugging cover as it zooms across the board, would at least be a great distraction unit. But yes, annoyingly slow - if the trukk blows up early, then plodding 6" per turn towards the enemy won't scare anyone :(
But hopefully those 3 trukks of slugga boyz who burst through the flaming wreck of the MANz missile and straight into the faces of all those wimpie tau are plenty scary alone
With trukks being able to be brought as FA at a pretty darn cheap price, perhaps simply a couple back-up trukks for 70 pts is in order? Especially if you've ran alot of MANz ( Manz formation eh). They can scoot about and pick up that stranded MANz unit, act as a LOS blocker, or simply ram things  Either way, if the enemy decides shooting your empty transport is the best move he can make, then either he's not a particularly great player or hes gona table you
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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) 2014/06/30 09:44:27
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Twisted Trueborn with Blaster
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Here's a headscratcher: Tankbusta Nob has access to Melee Weapons.
Melee weapons says you MAY replace a melee weapon to get access to a PK or Big Choppa.
Only way to give a Tankbusta Nob a melee weapon is to pay 2 points to give a normal tankbusta a tankhammer, then upgrade him to a Nob, then replace the tankhammer with a PK or Big Choppa. This wastes one of your possible 2 tankhammers in the unit.
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![[Post New]](/s/i/i.gif) 2014/06/30 12:08:59
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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Yeap. I don't think there is a point in giving the tankbusta nob a PK though. He already has a melta bomb, as does the rest of the unit. You can simply toss 12 meltabombs as any given vehicle or MC in close combat, few are going to survive that anyway.
Added formations and the detachment from Waaagh! Ghazghkull to first post.
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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) 2014/06/30 12:33:22
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Tough-as-Nails Ork Boy
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Tank-Hammers in general seem a bit lame. Whats the point when you have Melta-Bombs..?
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![[Post New]](/s/i/i.gif) 2014/06/30 12:34:23
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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Well, they work pretty well when stuck in combat with regular infantry.
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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) 2014/06/30 12:58:13
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Grovelin' Grot Rigger
Germany
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Is there any reason to take the stikkbomb upgrade for vehicles?
Am I just missing something?
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![[Post New]](/s/i/i.gif) 2014/06/30 13:01:26
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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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) 2014/06/30 13:08:19
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Longtime Dakkanaut
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BigmekRatsmek wrote:Is there any reason to take the stikkbomb upgrade for vehicles?
Am I just missing something?
It should count as a weapon for Weapon Destroyed (after all, it does allow you to shoot) so on a BW with Killkannon or something it might be worth it for the extra random weapon destroyed protection.
That's about the best thing I can say about it though, unless you are putting Grotz into trukks for some reason. Pretty much it just looks like GW wasn't paying attention.
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![[Post New]](/s/i/i.gif) 2014/06/30 13:22:19
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Grovelin' Grot Rigger
Germany
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streamdragon wrote: BigmekRatsmek wrote:Is there any reason to take the stikkbomb upgrade for vehicles?
Am I just missing something?
It should count as a weapon for Weapon Destroyed (after all, it does allow you to shoot) so on a BW with Killkannon or something it might be worth it for the extra random weapon destroyed protection.
That's about the best thing I can say about it though, unless you are putting Grotz into trukks for some reason. Pretty much it just looks like GW wasn't paying attention.
Well thats something, I guess.
Got to say the HQ formation from the Ghazghkull supplement looks fun. Might try that out on a 1000 points game, see what my opponent has to say to that, when all I field is one BW.
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![[Post New]](/s/i/i.gif) 2014/06/30 14:30:09
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Longtime Dakkanaut
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Looking through the thread, I think we need to just max out the better units. If I was building a list I would start with this:
zagstruk ( cheap and great warlord trait )
2 painboy bikers ( for warbikerz mobs)
2x 3 meganobs in BWs (cover those advancing bikes)
troops (undecided)
2x 15 waerbikerz, nob klaw
3x2 mek guns (undecided on mix)
I'm sure this would be a good basis for a 1850 list. Just need someone to flesh it out properly.
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