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![[Post New]](/s/i/i.gif) 2014/07/01 17:08:18
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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keltikhoa wrote:I have the digital edition of the codex. I am really confused by the stompa.
Its a walker vehicle but its stat line reads like a biological. Toughness stat, Wounds stat, Leadership, save stat.
please explain how I use the stompa.
For clarification
It says the stompa has Toughness (13), Wounds (13), Leadership (4) and a save of (12)
What does save (12) even mean?
I guess 13 wounds means 13 HP?
why do I have leadership on a vehicle
why does it have a T value rather than an AV?
They've pasted the stompa numbers into the wrong template. S/T/W should be AV Front,Side and Rear, Save should be HP.
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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) 2014/07/01 17:17:29
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Alluring Mounted Daemonette
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Ok thank you Jidmah. I should have seen that. lol now that I am looking at the values correctly I almost want to go back to trying to play it as a T-13 model
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This message was edited 1 time. Last update was at 2014/07/01 17:19:33
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![[Post New]](/s/i/i.gif) 2014/07/01 19:41:38
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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Redbeard wrote:mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
Dont worry, its plenty killy if you take the green tide formation, give that warboss da big bosspole, add a painboy and a few nobs and another warboss or big mek from codex orks with the lukk stikk for a 100+ mob of fearless fnp WS5 boys.
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![[Post New]](/s/i/i.gif) 2014/07/01 21:21:39
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Stealthy Grot Snipa
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Billagio wrote: Redbeard wrote:mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
Dont worry, its plenty killy if you take the green tide formation, give that warboss da big bosspole, add a painboy and a few nobs and another warboss or big mek from codex orks with the lukk stikk for a 100+ mob of fearless fnp WS5 boys.
can you ally with the ork codex in order to use their relics?
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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) 2014/07/01 23:19:11
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Waaagh! Warbiker
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Solar Shock wrote: Billagio wrote: Redbeard wrote:mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
Dont worry, its plenty killy if you take the green tide formation, give that warboss da big bosspole, add a painboy and a few nobs and another warboss or big mek from codex orks with the lukk stikk for a 100+ mob of fearless fnp WS5 boys.
can you ally with the ork codex in order to use their relics?
I'm pretty sure the answer is yes, as indicated in the 7th edition allies matrix
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![[Post New]](/s/i/i.gif) 2014/07/01 23:26:28
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Sneaky Kommando
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you can not ally with the same book, but you can take more than one detachment from the same faction so yes you would be able to bring a detachment from each book.
but which do you choose as your primary for warlord trait?
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![[Post New]](/s/i/i.gif) 2014/07/01 23:37:14
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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nflagey wrote:Solar Shock wrote: Billagio wrote: Redbeard wrote:mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
Dont worry, its plenty killy if you take the green tide formation, give that warboss da big bosspole, add a painboy and a few nobs and another warboss or big mek from codex orks with the lukk stikk for a 100+ mob of fearless fnp WS5 boys.
can you ally with the ork codex in order to use their relics?
I'm pretty sure the answer is yes, as indicated in the 7th edition allies matrix
I think you can just take a CAD from the ork codex if you want.
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![[Post New]](/s/i/i.gif) 2014/07/02 02:28:04
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Waaagh! Warbiker
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Billagio wrote: nflagey wrote:Solar Shock wrote: Billagio wrote: Redbeard wrote:mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
Dont worry, its plenty killy if you take the green tide formation, give that warboss da big bosspole, add a painboy and a few nobs and another warboss or big mek from codex orks with the lukk stikk for a 100+ mob of fearless fnp WS5 boys.
can you ally with the ork codex in order to use their relics?
I'm pretty sure the answer is yes, as indicated in the 7th edition allies matrix
I think you can just take a CAD from the ork codex if you want.
oh yes, technically you can NOT take them as an allied detachment, but you can use multiple detachments from either books Automatically Appended Next Post: by the way, I just realise something that I don't understand: why can Orks ally with themselves?
I mean, you cannot have a Primary detachment of Orks with an Allied detachment of Orks, as per the BRB
and this is true for all the factions
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This message was edited 1 time. Last update was at 2014/07/02 02:31:51
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![[Post New]](/s/i/i.gif) 2014/07/02 02:34:08
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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Jidmah wrote: Kanluwen wrote: Jidmah wrote:I think infiltrating kommandoz into every ruin on the table and calmly explaining how they've got a 2+ rerollable cover save until their next turn is pretty much worth it 
Boss Snikrot's Red Skull Kommandos formation does not work that way.
The "Sneaky Gitz" is the entire formation being held in Reserves, rolling once for every unit to arrive at the same time and they must all arrive from the same table edge. The rerollable cover save is also if the unit does not shoot.
"Strike from da Shadows" replaces Stealth with Shrouded on the turn they arrive from Reserves until the start of their next turn.
Since all they've got is sluggas and maybe burnaz, not shooting isn't that bad if it means they will most likely still be there to charge. Ruins are 4+ cover, so shrouded alone is enough to make them 2+. I wasn't aware that the formation had to start in reserves though. Bummer.
Still, you could have sixty boyz with nobz arrive in the middle of the enemy army with high resilience to shooting, or you could just enter with four minimal units with burnaz and have yourself a barbecue.
I'm planning on running the same thing once I get all the kommandos for it. I'll use the great Waaagh detachment for some deep striking boys as well. With 8 trukk boys you should end up with 2 mobs of boys deep striking and at least 1 trukk taking his boys along for the ride. Then as you roll before deployment, have all trukks with 11 boys, then after you know what trukk has deep strike, you can put a HQ's in that one.
It should make for lots of good ol fashioned orky goodness
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![[Post New]](/s/i/i.gif) 2014/07/02 02:47:59
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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Every race was listed as battle brothers with themselves last edition too, but a paragraph said they couldnt anyway. It was just completing the chart. I dont think they can ally with themselves outside a suppliment, like the other races. However, why would you anyway when you can just take 2 CADs for more of everything for a mere 1 troop cost more than the allied detachment (face it we need all the HQs we can get, +1 isnt that much but +2 is nice) Played around with the Weirdboy today. Have to admit, hes kinda scary atm. His only downfall is lack of any defense (he really should have some waaaagh-born invuln save even something dinky like a 6++ lol) but hes nasty if used properly. I put him in an 18man 'Ard Boyz unit and a random Mek in a battlewagon. Once he got out of the battlewagon he started causing all kinds of damage, especially since i rolled both Da Krunch and Killbolt lol. Made short work of a LAND RAIDER on his own rofl. Granted i caused 2 S10 attacks from Da Krunch and another from Killbeam at AP1, but that was quite impressive even if it was a bit of luck. Incidentally even Frazzle is kinda nasty, and its a WP1 Primaris power, so i get that for free. Using a Nob and a random Mek or two you can have things eat the challenge as well, since hes S6/7 in combat with an AP4 weapon (instant death if you activate it) so you DONT want him in a challenge. Really curious what optimum list would be good for him. Randomly bringing him kinda hurts since thats 1 less Painboy, Big Mek, or Warboss. Wagon was useful since he has short ranged spells, but as the issue with all psykers he cant do anything but Witchfire from within (why i have no idea but hes disallowed from OTHER shooting spells). Might toy around with a foot list.
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This message was edited 1 time. Last update was at 2014/07/02 02:50:09
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) 2014/07/02 04:09:48
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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Did you upgrade the weird boy to level 2?
I added a weird boy to my army this week. I was really hoping he was going to draw the teleport ability. I ended up with the beam. Which I found not very useful. As stated before he has to be out of the vehicle to use it which makes him an easy target. When your opponent draws the kill a psyker card you will be hating life. On the other hand if you get teleport then life is good.
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Insert inspiring text here.
3K |
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![[Post New]](/s/i/i.gif) 2014/07/02 04:31:48
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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ML2 is kinda must-take. 25pts for a 2nd power outside the primaris. And another WP.
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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) 2014/07/02 05:40:38
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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So with the stompa being in the codex, does that make the kustom one from IA8 outdated as a LoW in reg 40k? The kustom one is so much better than the codex one :/ What does everyone else think?
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![[Post New]](/s/i/i.gif) 2014/07/02 05:50:55
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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I would imagine yes, since LoW is just a super heavy slot which the Stompa iirc is the only super heavy that is actually IN the codex.
Stompa being in the Codex just helps people like me that dont have IA8 lol. The stock form of it isnt bad at all. I think i would do some repairing shenanigans if i used it though (7 Lootas, 3 of which are Meks other 4 shooting from its access points. Add in Big Mek with Fixeruppers and 3 Normal Meks. Grot riggers. Thats 7 5+ repairs and a 3+ repair on a model that cannot die instantly and has 12hp 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) 2014/07/02 06:26:28
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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I'm confused. So you think the IA8 one is outdated?
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![[Post New]](/s/i/i.gif) 2014/07/02 06:34:07
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Sister Vastly Superior
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Well since IA8 is technically 2 editions old the entire thing is out of date and you need to rely on various FAQs and entries in other FW books to work out how to use the stuff in it.
Without houseruling you're gak our of luck if you're wanting to field anything from IA8 with the 7th edition codex.
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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) 2014/07/02 06:37:36
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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Pretty much what he said.
If youre using weapons that only exist in the IA8 then theyre probably as written, unless a FAQ/Errata changed that for some reason (possible, unlikely).
Using weapons that are listed in official and newer GW books (the apoc book, or ork codex in this situation) you will need to verify if it changed.
I wasnt that familiar with the stompa pre-Apoc book that came out a year-ish ago so im not that sure what changed, but i heard it changed quite a bit.
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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) 2014/07/02 07:15:05
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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Billagio wrote:So with the stompa being in the codex, does that make the kustom one from IA8 outdated as a LoW in reg 40k? The kustom one is so much better than the codex one :/ What does everyone else think? Actually it's not better. Some of the stompa's weapons have gotten some pretty nasty upgrades, the supa-gatler can no longer break on his first shot and has no limitations for picking additional targets, the Deff-Kannon can shoot whatever it feels like since it's no longer co-axial to the gatler and supa-rokkits have become large blasts instead of single shot weapons, turning the stompa into a ranged killing machine. Technically you could still use the Kustom Stompa rules, but IMO it would be bad sportsmanship to use the updated(better) rules with the old point costs, but if you use the old weapon profiles, there should be no issue for your opponent.
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This message was edited 1 time. Last update was at 2014/07/02 07:15:56
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) 2014/07/02 11:19:47
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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Warboss idea:
Ghazghkull supplement. No restrictions on number of relics in that one.
Mega Armor Warboss. Axe of Ragnarork (use the claw until boosted). Fearless bosspole. 5+ fnp, EW. Since it's a relic, why not the 4++ force field for fun.
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![[Post New]](/s/i/i.gif) 2014/07/02 11:49:28
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Dakka Veteran
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The KFF relic is Big Mek only.
Has anyone played with the Green Tide formation yet? Big Boss Pole, Grotsnik, and a bunch of power klaws and you could be in business. Mix in a few ard Boyz for sucking up wounds in cc possibly. A KFF might be nice, but it'd be hard to get good coverage while staying spread out.
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![[Post New]](/s/i/i.gif) 2014/07/02 12:07:11
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Stealthy Grot Snipa
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Tazmork wrote:Warboss idea:
Ghazghkull supplement. No restrictions on number of relics in that one.
Mega Armor Warboss. Axe of Ragnarork (use the claw until boosted). Fearless bosspole. 5+ fnp, EW. Since it's a relic, why not the 4++ force field for fun.
oooo good spot? But doesn't the ruling that they can only take one come from the fact that it says that in their actual unit entry? therefore even when using the suppliment its still only limited to 1?
No, I stand corrected:
you can indeed take multiple relics from the suppliment relic list. As the warboss entry states may use the list and the list does not limit.
Hmm liking this idea then,
Warboss on bike, Ragnarok, fearless bosspole, then just put him in a nob biker squad,
Hmm either painboy or the supa-cybork relic? shame, as EW would be nice, but the 5+ FNP is covered by a painboy at the same price and is then over the entire unit too. So il probably skip the cybork relic for a painboy (to keep the cost down a tad).
Yeh then just rack up some kills with the claw, if you keep the squad size down then with a reasonable sized target you should be able to stick it out and wipe them their turn, for +2 str -2AP. That could be an awesome setup so that once your into the meaty targets you can swing that big choppa with AP2 hopefully at initiative.
The only suckiest thing about this is...... that the relics from the suppliment are rather dull and there aren't many i see myself taking
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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) 2014/07/02 12:19:32
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Longtime Dakkanaut
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Question ... which are better ... deffkoptas or warbuggies? The big advantage of rokkit buggies is that they are fearless. But deffkoptas can join assaults. Also 5 warbuggies (outflanking) are 125 whee as three koptas, 2 rokkits and a buzzsaw are 115. So?
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This message was edited 2 times. Last update was at 2014/07/02 13:16:05
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![[Post New]](/s/i/i.gif) 2014/07/02 13:59:05
Subject: 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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felixcat wrote:Question ... which are better ... deffkoptas or warbuggies? The big advantage of rokkit buggies is that they are fearless. But deffkoptas can join assaults. Also 5 warbuggies (outflanking) are 125 whee as three koptas, 2 rokkits and a buzzsaw are 115. So?
For combi charging i like the deffkopta. Nothingbetter than a 30pt unit soaking up overwatch so your mob of boyz can get in untouched.
I run skorcha trakks as well. They are awesome for softening up the enemy. I haven't outflanked them yet.
If you prefer cc then i'd run deffkoptas. If you like shooty then go buggies.
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I feel the need, the need for speed. |
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![[Post New]](/s/i/i.gif) 2014/07/02 14:02:13
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
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Regular Dakkanaut
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Back to Weirdboyz for a second.
I think they could do a lot of nasty stuff.
I agree that with the New Psyker Phase you pretty much need at least one. Hence why orks get 3 HQ now.
My theory was to run 1 in a unit of 20 shoota boyz in the back sitting on Objectives. Maybe behind an Aegis Defense line
Take Daemonology Primas Power to summon daemons and just sit back and spawn Plague Bearers. The daemons could bubble wrap the orks and the objective.
thoughts on using the Weirdboy in this way?
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![[Post New]](/s/i/i.gif) 2014/07/02 14:35:32
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Dakka Veteran
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Jidmah wrote: Billagio wrote:So with the stompa being in the codex, does that make the kustom one from IA8 outdated as a LoW in reg 40k? The kustom one is so much better than the codex one :/ What does everyone else think?
Actually it's not better. Some of the stompa's weapons have gotten some pretty nasty upgrades, the supa-gatler can no longer break on his first shot and has no limitations for picking additional targets, the Deff-Kannon can shoot whatever it feels like since it's no longer co-axial to the gatler and supa-rokkits have become large blasts instead of single shot weapons, turning the stompa into a ranged killing machine.
Technically you could still use the Kustom Stompa rules, but IMO it would be bad sportsmanship to use the updated(better) rules with the old point costs, but if you use the old weapon profiles, there should be no issue for your opponent.
I was disappointed that more weapon loadouts for the Stompa weren't available. I was looking forward to seeing the Liftadroppa, Belly Gun, and Gaze of Mork rules updated. What are our options if we wanted to use a Stompa with those weapons? I'm guessing a Stompa with any of those is likely better suited for Apocalypse instead of as a Lord or War in a normal 40k game.
In that case what would we use as the basis for the Stompa? The Apocalypse book or IA:8?
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![[Post New]](/s/i/i.gif) 2014/07/02 14:58:03
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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I agree i wish the stompa had some variants to it. As it is youre going to always pay 840pts for it since why the gak wouldnt you get the grot riggers and supa rokkits.
I have an interesting question about the stompa though...or any super heavy walker for that matter.
The BRB says it follows the rules of regular walkers, has moves through cover, fear, invincible behemoth, and a few other rules that probably never will mean anything. But it says it moves 12" rather than 6. Moves through cover doesnt make it immune to slowing down in terrain, and i dont see anything else that does. How the hell would you determine how slow it moved using a 1D6 method if it moves 12? lol
Also weirdboyz summoning daemons is a bad idea. Our waagh! spells are pretty fething nasty, only the 'Eadbanger is kinda pointless since it requires a 5+ after you pass the psyker test to even do anything (and its a toughness test, so meh...). As a non-daemon or gk/eldar, if you roll doubles of anything not just 6s you will peril. That means unless you only roll 3 you pretty much will peril, and if you only roll 3 you have good odds of not getting enough warps.
Weirdboy is squishy enough, dont make him kill himself 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) 2014/07/02 15:30:42
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Dakka Veteran
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Vineheart01 wrote:
Also weirdboyz summoning daemons is a bad idea. Our waagh! spells are pretty fething nasty, only the 'Eadbanger is kinda pointless since it requires a 5+ after you pass the psyker test to even do anything (and its a toughness test, so meh...). As a non-daemon or gk/eldar, if you roll doubles of anything not just 6s you will peril. That means unless you only roll 3 you pretty much will peril, and if you only roll 3 you have good odds of not getting enough warps.
Weirdboy is squishy enough, dont make him kill himself lol
Ironically, the Weirdboy is also so inexpensive that throwing him at Deamon summoning might not be a bad idea. Put him with a unit of Boyz, and pray that you get one of the better summoning powers. Summon Deamons until he kills himself with Perils. He's got two wounds, so you've got at least two tries to do it. All you need to do is end up with more than 70 points of Deamons, and he's pretty much paid for himself.
Also I was looking at Mad Doc Grotsnick and realized that his Cybork Body is totally pointless.
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![[Post New]](/s/i/i.gif) 2014/07/02 16:41:34
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Stubborn Dark Angels Veteran Sergeant
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The lack of Stompa options is probably to stop Chapterhouse making variant Stompa weapons. :(
It's a bit of a PITA as a I made my son's Stompa up with a belly cannon, along with changeable arms so as to be later able to add a lifta droppa... but I guess it is most likely to be used in Apoc-ish games anyway.
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![[Post New]](/s/i/i.gif) 2014/07/02 16:51:37
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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Pretty much apoc only lol. I want a stompa, but i dont ever intend to field it until i hit 3k points or higher. im sorry but at 3k points if you complain about something i bring you have problems because at that point level you should have ample counters to any powerful things i can bring. Stompa is easily going to cost me 1000pts or so after i fill it up with meks lol.
And i more dont like weirdboyz summoning daemons because yes hes cheap, but hes an HQ slot, which is a high value slot. A warboss on bike can do more damage than 1 summon of daemons (remember you can perils on doubles that dont succeed too), a big mek could be a SAG or a KFF, and a painboy adds a LOT of durability to a random unit.
I find the most tactical decision in this army isnt what the units are made of, but rather which HQs you bring for said army lol. So freakin many utilities that are solely available in HQ....
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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) 2014/07/02 17:03:56
Subject: Orks in 7th Edition (first post updated with actual codex info)
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Alluring Mounted Daemonette
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Murrdox wrote: Vineheart01 wrote:
Also weirdboyz summoning daemons is a bad idea. Our waagh! spells are pretty fething nasty, only the 'Eadbanger is kinda pointless since it requires a 5+ after you pass the psyker test to even do anything (and its a toughness test, so meh...). As a non-daemon or gk/eldar, if you roll doubles of anything not just 6s you will peril. That means unless you only roll 3 you pretty much will peril, and if you only roll 3 you have good odds of not getting enough warps.
Weirdboy is squishy enough, dont make him kill himself lol
Ironically, the Weirdboy is also so inexpensive that throwing him at Deamon summoning might not be a bad idea. Put him with a unit of Boyz, and pray that you get one of the better summoning powers. Summon Deamons until he kills himself with Perils. He's got two wounds, so you've got at least two tries to do it. All you need to do is end up with more than 70 points of Deamons, and he's pretty much paid for himself.
Also I was looking at Mad Doc Grotsnick and realized that his Cybork Body is totally pointless.
Just take the primaris daemon summon and an ork power (ml2 right), then summon 10 pink horrors (115 point squad thanks to character,icon,instrument free. WIN). If he kills himself doing it then you have actually gained 45 points. If not then he can continue doing his other power and then have the daemons continue summoning more daemons. as an added bonus if you keep summoning more pink horrors you will generate more WC for your Wierdboy to use power with.
only downside is psyker heavy armies are most likely never let you cast anything. One Wierdboy is just not enough and two+ and your start to loose out on other very important elements that Vineheart01 pointed out, the other HQs are just too good to replace with Wierdboyz
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This message was edited 2 times. Last update was at 2014/07/02 17:07:03
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