Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2014/07/02 17:44:48
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Battlewagon Driver with Charged Engine
|
Jidmah wrote: Billagio wrote:So with the stompa being in the codex, does that make the kustom one from IA8 outdated as a LoW in reg 40k?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.
sure, but I could put the same weps on the IA8 stompa (albeit different rules like you mentioned) plus a deff arsenal and 2 supa skorchas and it would still be like 100pts cheaper. IMO the codex and apoc stompa is way overpriced, especially compared to an IK. Oh well.
|
This message was edited 2 times. Last update was at 2014/07/02 17:56:29
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 18:01:19
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
what, you expected something big and nasty to be on even grounds with an imperial variant? how dare you speak with such logic???
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 18:09:58
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Lieutenant Colonel
|
??? stompa is about equal to two knights in pts, but has 2x the HP, better side armour, lacks the invul but grants fearless, has way , wayyyyyyyyyyyy more firepower then two IK's too.
its d weapon is ap1 too vs ap2 on the knights if i am not mistaken.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 18:12:21
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Battlewagon Driver with Charged Engine
|
It would be equal to the knight in HP's if you brought 2 to equal the points, both of which get the invul. Plus the knights don't count as a lord of war so your opponent gets +1 to seize and an extra VP if you bring a stompa and they have 2 IKs. Not to mention if an IK assaulted a stompa it would go first and it basically comes down to who roles better on the D table.
|
This message was edited 2 times. Last update was at 2014/07/02 18:13:42
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 18:17:30
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Dakka Veteran
|
keltikhoa wrote: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
Oh absolutely. I'm not going to argue that a Weirdboy is a great use of an HQ slot compared to a Warboss, Painboy, or a Big Mek. He's clearly 3rd tier at best. On top of that, several of the Ork psychic powers are actually GOOD, so you're probably better off using the actual Ork psychic powers.
BUT... if you have some demon models lying around to use in a battle... I think it could be really fun and not a TERRIBLE choice.
It would work best in a Green Tide type army with at least two Weirdboyz. That way you'd have +4 Warp Charge dice from the Mastery Levels of the Weirdboyz, and an additional +2 from each of them generating their extra charge for having Orks nearby. That would give you a VERY good chance to be able to summon deamons with at least one of the Weirdboyz each turn.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 18:26:29
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
I think my favorite spell is killbolt, just because its auto-hit lol. 18" range kinda limits and you have to position him so it doesnt hit your own unit, but S10 AP1 Beam is just naaaasty. Also would like to say im kinda shocked. Theres no ork FAQ yet to fix dumb typos or something simple that every codex seems to need on release lol.
|
This message was edited 1 time. Last update was at 2014/07/02 18:29:51
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 19:23:40
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Regular Dakkanaut
|
Billagio wrote:It would be equal to the knight in HP's if you brought 2 to equal the points, both of which get the invul. Plus the knights don't count as a lord of war so your opponent gets +1 to seize and an extra VP if you bring a stompa and they have 2 IKs. Not to mention if an IK assaulted a stompa it would go first and it basically comes down to who roles better on the D table.
Where are these additional rules regarding lord of war? I looked it up in my 7ed book and it doesn't say any of this. Standard CAD has a LoW slot so I don't need escalation to use a stompa.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 19:37:33
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Member of a Lodge? I Can't Say
OK
|
easysauce wrote:??? stompa is about equal to two knights in pts, but has 2x the HP, better side armour, lacks the invul but grants fearless, has way , wayyyyyyyyyyyy more firepower then two IK's too.
its d weapon is ap1 too vs ap2 on the knights if i am not mistaken.
You are blowing past the value of an invul. A 4++ blocks out a straight 50% of damage. So against shootin they are pretty much identical, which is bad when one is double the cost.
|
Argel Tal and Cyrene: Still a better love story than Twilight |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 20:11:21
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
NamelessBard wrote: Billagio wrote:It would be equal to the knight in HP's if you brought 2 to equal the points, both of which get the invul. Plus the knights don't count as a lord of war so your opponent gets +1 to seize and an extra VP if you bring a stompa and they have 2 IKs. Not to mention if an IK assaulted a stompa it would go first and it basically comes down to who roles better on the D table. Where are these additional rules regarding lord of war? I looked it up in my 7ed book and it doesn't say any of this. Standard CAD has a LoW slot so I don't need escalation to use a stompa. Yeah i cant find these either. the LoW entry in the BRB simply mentions what they are and where the rules/costs can be found. The seize the init entry doesnt mention any modifiers to the roll, just a 6+ if you elected to go first after you deployed first. And i dont even know where i would look for the additional VP rule, since that sounds like a special mission rule like First Blood and i see nothing for that. Also question about the knight, as only one exists in my FLGS and ive never faced it, is the Imperial Knight immune to Explode! results? Its not a Super Heavy far as i know.
|
This message was edited 1 time. Last update was at 2014/07/02 20:14:30
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 20:12:56
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Mutilatin' Mad Dok
Out in the country in Denmark. Zealand
|
Vineheart01 wrote:NamelessBard wrote: Billagio wrote:It would be equal to the knight in HP's if you brought 2 to equal the points, both of which get the invul. Plus the knights don't count as a lord of war so your opponent gets +1 to seize and an extra VP if you bring a stompa and they have 2 IKs. Not to mention if an IK assaulted a stompa it would go first and it basically comes down to who roles better on the D table.
Where are these additional rules regarding lord of war? I looked it up in my 7ed book and it doesn't say any of this. Standard CAD has a LoW slot so I don't need escalation to use a stompa.
Yeah i cant find these either.
the LoW entry in the BRB simply mentions what they are and where the rules/costs can be found.
The seize the init entry doesnt mention any modifiers to the roll, just a 6+ if you elected to go first after you deployed first.
And i dont even know where i would look for the additional VP rule, since that sounds like a special mission rule like First Blood and i see nothing for that.
I think he was thinking about the rules in the Escalation book, since the opponent gets VP and +1 for seizing initiative in that one.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 20:15:58
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Battlewagon Driver with Charged Engine
|
Vineheart01 wrote:NamelessBard wrote: Billagio wrote:It would be equal to the knight in HP's if you brought 2 to equal the points, both of which get the invul. Plus the knights don't count as a lord of war so your opponent gets +1 to seize and an extra VP if you bring a stompa and they have 2 IKs. Not to mention if an IK assaulted a stompa it would go first and it basically comes down to who roles better on the D table.
Where are these additional rules regarding lord of war? I looked it up in my 7ed book and it doesn't say any of this. Standard CAD has a LoW slot so I don't need escalation to use a stompa.
Yeah i cant find these either.
the LoW entry in the BRB simply mentions what they are and where the rules/costs can be found.
The seize the init entry doesnt mention any modifiers to the roll, just a 6+ if you elected to go first after you deployed first.
And i dont even know where i would look for the additional VP rule, since that sounds like a special mission rule like First Blood and i see nothing for that.
Also question about the knight, as only one exists in my FLGS and ive never faced it, is the Imperial Knight immune to Explode! results? Its not a Super Heavy far as i know.
Sorry, its 1 vp for 3 hull points lost by the superheavy. Both rules are in the escalation rulebook. From what ive read on other threads is that you still use these rules in 7th, though I have not used them myself. I figured that the 7th edition rulebook officially allows the LoW in 40k, and escalation details the rules for using them.
I could be wrong (and probably am). I guess you just ignore the escalation book now and there is no drawbacks for using a LoW? (besides tons of points obviously)
|
This message was edited 1 time. Last update was at 2014/07/02 20:17:05
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 20:20:38
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
Thats kinda a massive loophole that they didnt directly say you have to do. We can field a Stompa without that book, and thats a lot of rules that wouldnt be used or even known. The BRB literally just says you can find them in some codexes and in that escalations book, says nothing about "oh btw theres rules you need to know in there too"
Which sounds like yet another optional expansion. There are numerous FW super heavies you dont need the Escalations book for, so the Stompa isnt the only super heavy that has points/rules without the book.
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 20:24:38
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Battlewagon Driver with Charged Engine
|
True, I guess you dont have to.
Getting back to Stompa vs IK. IK is still more points efficient imo (atleast when comparing to the codex/apoc book stompa). The IA8 one is better with all those cool customization in my opinion. Not to mention that lots of people dont like playing vs a LoW, whereas with an IK you dont really need to worry about that as much.
|
This message was edited 1 time. Last update was at 2014/07/02 20:26:33
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 20:25:31
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Alluring Mounted Daemonette
|
Jidmah wrote:
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 need more trukks, mini squiggoths sounds like great way to make them. I will even scrap up some nice explosive cargo for it to pack around when not actually packing boyz
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 20:35:25
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
And a fast one at that. Bare-bone trukks move 12" flat out 12" and unless youre in trouble as it is i highly doubt they'd get shot at so they can easily zoom to an objective.
Cheaper, FoC-less, more durable (technically), and far faster than backfield Grots. i like that idea. And i think i have like 7 stinkin trukks lying around, only got 2 assembled atm (battleforces plus Ebay deals. I had since stolen the wheels from them but theyre easily replaced)
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 20:50:39
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
|
 |
Alluring Mounted Daemonette
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 22:22:42
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
Yeah i inadvertently did that and someone called it out during my game the other day lol. I love pointing out that it is NOT fleet so my bikers can benefit from it, they failed their 7" charge by rolling a 5 and a 1 so i rerolled the 1 and went "Ere we go!!" subconsciously in marios voice apparently since i immediately got called out rofl.
I have 5 battlewagons as well, 3 assembled. Im kinda having a bit of a pickle here though with them. Since i had such a good and fun run with the Weirdboy i want to keep using him, but i see two major issues that kinda force battlewagon lists.
1) Juicy target. Even 'Ard Boyz wont protect him for long as they footslog up the board. 3 battlewagons provides one hell of a deterrent when theyre full of sluggaboyz.
2) Theres a flaw in the Weirdboy bonus WC skill. It doesnt give you an option to generate that extra WC, and unless you got the ONE non-offensive Waaagh! spell you will take 1-2 psyker phases of S2 hits with no saves allowed, since you always generate that extra WC UNLESS you are in a vehicle.
I saw that and went " Wtf...." lol. Yeah it needs a 6 to wound him but when hes squishy enough as it is....rather not risk it. And the forced wagon list prevents any big gunz or walkers
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/02 22:50:49
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Sister Vastly Superior
|
Heh, just an interesting little tid bit from reading the grot entries in both the ork codex & dread mob list.
Dread Mob:
If the mob numbers 11 or more Grot Scavs, you must include an additional Runtherd. This requirement increases to an additional two Runtherds if the mob numbers 21 or more Grot Scavs
Ork Codex:
Must take one additional Runtherd for every 10 additional Gretchin in the unit.
The ork codex still has it written that you can have 29 grots but still only require 2 runtherds where as the dreadmob writers realise this loophole and require the additional runtherd as soon as you go beyond the ten grots a runtherd can look after.
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 01:47:55
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Longtime Dakkanaut
|
Reading the Snikrot and Kommandoz entry, you can take Snikrot (who is 15 points cheaper now) and a Nob.
Thinking a unit like this will be pretty solid:
Snikrot
Nob: PK BP and Kombi Skorcha
5 Kommandoz with 2x Burnaz
Comes to 185, has a tiny footprint for hiding/making use of cover and poses a serious threat to backfield light infantry the turn it arrives, then threatens basically everything else in subsequent turns.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 02:18:17
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
Not sure id use any kommandos without infiltrating. Snikrot's Shrouded rule affects infiltrate too. Odds are there arent any cover on the side they came in that is close enough to a target to actually help, else they get blasted off the table before they can assault.
If you infiltrate them thats a 3+/2+ save in any rubble/ruin and can easily get a T2 assault, or soak a LOT of shots.
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 02:32:55
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Longtime Dakkanaut
|
Yeah that's also a good idea. I mean the thing is you'd have to look at the given situation, but the good thing is that you have the option to do either.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 02:54:44
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
Agreed.
Though the only reason i ever used them before was to sneak a meganob boss behind my opponent's tank line turn 2 lol. Soak up any nonAP2 attacks with his face, LoS any AP2. Unfortunately they straight up denied that...bastards.
Honestly dont think Snikrot is worth 65pts. If he had Rending instead of Shred i think i'd be a little more inclined to take him, but except against Tau, IG, Orks, or small Nid bugz he wont ever pen anything and causes slightly more damage than a slugga boy  for WAY more the cost.
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 03:21:28
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
I'll Be Back
|
What are the thoughts on using bomb squigs from transport that has moved at cruising speed?
Since they are a shooting attack that hits on a 2+, they would not be subject to snap-shooting and this might not be a bad idea to use to almost guarentee some hits with a s8 shooting attack. Provided the tankbustas get in range of course.
I might just have a place for trukk mounted tankbustas now. And at 110 points for a bare bones squad of 5 in a trukk with 3 squigs, its not too expensive either.
|
This message was edited 1 time. Last update was at 2014/07/04 01:40:39
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 03:57:45
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Regular Dakkanaut
|
Vineheart01 wrote:Yeah i inadvertently did that and someone called it out during my game the other day lol. I love pointing out that it is NOT fleet so my bikers can benefit from it, they failed their 7" charge by rolling a 5 and a 1 so i rerolled the 1 and went "Ere we go!!" subconsciously in marios voice apparently since i immediately got called out rofl.
I have 5 battlewagons as well, 3 assembled. Im kinda having a bit of a pickle here though with them. Since i had such a good and fun run with the Weirdboy i want to keep using him, but i see two major issues that kinda force battlewagon lists.
1) Juicy target. Even 'Ard Boyz wont protect him for long as they footslog up the board. 3 battlewagons provides one hell of a deterrent when theyre full of sluggaboyz.
2) Theres a flaw in the Weirdboy bonus WC skill. It doesnt give you an option to generate that extra WC, and unless you got the ONE non-offensive Waaagh! spell you will take 1-2 psyker phases of S2 hits with no saves allowed, since you always generate that extra WC UNLESS you are in a vehicle.
I saw that and went " Wtf...." lol. Yeah it needs a 6 to wound him but when hes squishy enough as it is....rather not risk it. And the forced wagon list prevents any big gunz or walkers 
You always have a way around that. Just activate your force weapon.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 04:04:48
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
Oh yeah, derp, forgot thats done in the psyker phase not assault phase lol
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 04:08:28
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Regular Dakkanaut
|
Vineheart01 wrote:Agreed.
Though the only reason i ever used them before was to sneak a meganob boss behind my opponent's tank line turn 2 lol. Soak up any nonAP2 attacks with his face, LoS any AP2. Unfortunately they straight up denied that...bastards.
Honestly dont think Snikrot is worth 65pts. If he had Rending instead of Shred i think i'd be a little more inclined to take him, but except against Tau, IG, Orks, or small Nid bugz he wont ever pen anything and causes slightly more damage than a slugga boy  for WAY more the cost.
With Snikrots formation (4x kommando + Snikrot) for 380 points (base squads with max burnas) you can drop 8 flame templates on anything within 6" of a board edge. can add 4 more with nob+Kombi in each for another 100 points if desired as well. That has potential imo. Also, if you build them more assaulty with bigger squads and nobs, this formation alows rerolls of cover saves if you don't shoot. These options make him easily worth his points imo.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 04:09:12
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
|
 |
Smokin' Skorcha Driver
|
So I've gotten in a couple games the past couple days with the new Orks and so far my impressions are:
Mega-armor boss with da lucky stick and a painboy in a squad of MANZ is LEGIT!
Gorka and Morka nauts are a lot of fun, not super effective for their points, though they are by far the best option for carrying a KFF across the board for shielding the boyz and vehicles, and are pretty crazy hard to kill, especially when you have a big mek with da fixer upper camping inside.
Traktor kannons are an auto take imo.
MANZ are an auto take.
Warbikers are an auto take.
Stormboyz are lot better with their points drop. Take a squad of 20 to 30 with a nob and zagstruk and they can easily rip a hole in your opponents defenses by turn 2.
Weirdboyz are good, if for nothing else but denying your opponents powers. I had the unfortunate circumstance of facing a hole army of gk psykers the time I fielded a weirdboy so I was denied all my powers basically the hole game...sooooo probably not the best test to see what a weirdboy really adds to an army.
Flashgitz are pretty devastating WHEN you roll lucky for them. Unfortunately, for that reason alone they likely won't see much table action at competitive events, though I'm very curious to see how they work in builds designed around them.
Lootas are lootas.
Still don't like deffkoptas even with their price drop.
Haven't fielded any tankbustas yet. The only reliable use I can see from them is fielding small suicidal trukk squads, much like haywire wyches are for de.
That's what stuck out to me the most so far anyways.
|
This message was edited 1 time. Last update was at 2014/07/03 04:10:31
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 05:23:57
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Irked Necron Immortal
|
What did the MANz do in the game that qualified them so in your eyes?
Not doubting you, just wondering whether you have a tale of awesome krumpin' to tell with the Warboss and his retinue.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 06:02:31
Subject: Orks in 7th Edition (first post updated with actual codex info)
|
 |
Longtime Dakkanaut
|
Wow. I find Manz unimpressive compared to tankbustas. They crumple to dedicated cc units.
At 1500 I tested this:
warboss: lucky stikk, relic bike, headwompa, da finkin kap, bosspole (in warbikerz mob) 135
painboy biker (in warbikerz mob) 75
10 tankbustas, nob, bp, truk, ram 170
2x 12 boyz, slugga/choppa, bob, pk, bp, truk, ram 294
15 gretchin, runtjherder 50
15 warbikerz, nob klaw 305
2x 3 defffkoptas, tl rokkits, buzzsaw 230
10 lootas 140
3 mek guns, traktor kannon, 3 ammo runts 99
Now I rolled twice on strategic and got ambush. We had a debate that I won that the tankbustas could infiltrate in a dedicated transport since the unit had infiltrate. Could not find a rule prohibiting it. I got first blood that way.
I found the warbikers with boss and painboy amazing. The mek guns are quite good if you face skimmers or flyers or FMCs. Lootas remain a good buy.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/03 07:24:03
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
|
 |
Regular Dakkanaut
|
So, the wrecking ball is awesome. For those missing the def rolla, just make your BW def rollas count as ram + wreckin ball. Not quite as good as the old def rolla, but its still good and since trukks can take em too mekanized trukker orks can run an explosive demolition derby. Makes empty trukks somethin opponent can't ignore too since those taken with boyz using combined arms are scoring units and can pose a danger to a lot of things with wreckin ball / rokkit.
boyz don't even need to ride in these little deathtraps either, can footslog behind em if you make an av10 screen and target saturate with trukks & buggies
|
|
 |
 |
|