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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Most empty trukk are troops with the Objective Secured special rule. Why would your opponent want ignore them?

I don't think that putting a 10 point upgrade on vehicle that is killed so easily is very useful. On battlewagons, they are a valid point-sink, but by no means mandatory. Keep in mind that d3 shots at BS2 only average to .33 hits per turn, meaning that any given wrecking ball will rarely kill anything in a game. 10 points can be spent better than that.

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. 
   
Made in pl
Regular Dakkanaut





Felix you can take only one relic per model in normal codex
   
Made in nl
Loyal Necron Lychguard



Netherlands

 More Dakka wrote:
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.

You might want to recalculate those points.
A Boss Nob is also unable to take a Kombi Skorcha per "The Boss Nob may take items from the Melee Weapons list."
   
Made in ca
Longtime Dakkanaut





You can only take the 'same' relic once.

 
   
Made in us
Regular Dakkanaut




Hong Kong

How will you guys play the morkanaut and gorkanaut?
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

XC18 wrote:
How will you guys play the morkanaut and gorkanaut?


I really want to like them, they just really needed Assault Vehicle as a rule. Also they are slower then the rest of my Biker and BW list.

They should also be able to inspire Killa Kanz like a Dred, they are a lot bigger?!?!

I do like the Rampage rule, if it ever sees combat. The Mork is good pretty much for the KFF.

In an all walker list is pretty much they only way I'd play them ATM. Pity since they are so cool looking!

Fighting crime in a future time! 
   
Made in gb
Foolproof Falcon Pilot





Livingston, United Kingdom

The Morkanaut's 6" KFF bubble is probably the biggest reason to take one. They are both severely undergunned for the price, and otherwise mainly offer a sturdy hull. So I'd plump for the KFFanaught and use it to protect a wall of Battlewagons on turn 1 and suchlike.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 felixcat wrote:
You can only take the 'same' relic once.


Theres about 3-4 pages on this not that far back.

The Gifts of Gork and Mork read

My take ONE of the following

You may have 1 of each per army, but only 1 of anything in that list per HQ that has access.

Da Finkin Kap will probably never be used unless you dont want your warboss to be your warlord.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Regular Dakkanaut




Technically you don't need your warlord to have the finkin cap. It just says to generate an additional one. Non warlords generate 0 so you with he cap the model generates one total.


Edit

Just noticed on the first page of point values that you can only take it on the warlord.

The whole one per model is so stupid.

This message was edited 1 time. Last update was at 2014/07/03 21:31:14


 
   
Made in us
Smokin' Skorcha Driver






 Dr. Delorean wrote:
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.
Well besides being awesome at capturing/denying objectives, one 3 man unit with the boss and painboy managed to take out a paladin squad including Drago and then weaken another paladin squad with the boss killing their librarian in a challenge. They also almost blew up a land raider too. The squad only cost 325pts too, which is dirt cheap considering all that they did, plus they were able to capture and deny objectives the hole game. Between them and my warbikers I was able to out score my opponent 24 to 5 in yesterdays maelstrom of war match with those units scoring roughly 2/3 of those points.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Waaagh! Warbiker





Granite city, IL

Question:
If I take a mek/w dead shiny shoota, put Him with lootas In a Trukk, can the stray shots hit the trukk?

Evil Genius at absolutely - Muffins!
Dakkamuffins!
Gubstop urlurk's big un! 7000 points(and growing!)
Lobukia wrote: One does not simply insult a mega-troll
 
   
Made in ca
Longtime Dakkanaut





Canada

Kangodo wrote:
 More Dakka wrote:
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.

You might want to recalculate those points.
A Boss Nob is also unable to take a Kombi Skorcha per "The Boss Nob may take items from the Melee Weapons list."


Ah missed that part, well not a huge loss, so 175 for the unit I described above, still pretty solid IMO.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 dreamakuma wrote:
Question:
If I take a mek/w dead shiny shoota, put Him with lootas In a Trukk, can the stray shots hit the trukk?


If your target is within 6" of the trukk. Only the mek and his unit is protected from strays, his transport is not.

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. 
   
Made in gb
Nasty Nob






 dreamakuma wrote:
Question:
If I take a mek/w dead shiny shoota, put Him with lootas In a Trukk, can the stray shots hit the trukk?

I think so, yes. The trukk isn't the same unit as the mek. With around a 93% chance it will do nothing to the trukk, I'd be happy to take the risk.

   
Made in gb
Stealthy Grot Snipa





 Perfect Organism wrote:
 dreamakuma wrote:
Question:
If I take a mek/w dead shiny shoota, put Him with lootas In a Trukk, can the stray shots hit the trukk?

I think so, yes. The trukk isn't the same unit as the mek. With around a 93% chance it will do nothing to the trukk, I'd be happy to take the risk.


HAHA that would add some ork hilarity, big mek storming up the battlefield with his manic 6 shot shoota blasting away, shoots his own driver with a stray, just a shame the old ramshackle doesnt still exist! for having the trukk then kareen straight into the enemy for the mek to assault out of would just be the darn funniest.


Dread mob ideas:
Ive been looking at the dread formation and for a non-fully decked out (not quite barebones) setup your reaching around 1400 pts (so this is taking KFF on both naughts, extra weapons on dreds, but a cheap HQ). For me this seems quite a lot of points, especially when sinking 600 into 2 walkers, who while extremely durable are only outputting a reasonable amount of dakka. PLus with 2 KFF's the only thing your really shielding is the kanz if you ran CC dreads (as I cant really imagine bringing dreads with dakka being very effective use of them).

So with that i've been looking at simply making a multiple FOC/CAD list that covers the same sort of grounds;
  • 1 Morkanaught

  • 2/3 Dreads with CCW

  • unit of 5 Kanz (zookas)


  • Then from this core ive saved points on the extra morka and kanz, (so about 500 pts-ish) I want to add in some gun platforms and trukks. So I can have some trukks and bikes press up, with the gun platforms moving alongside the morka, shooting and keeping within the KFF.
    My question is; what do you guys think is a reasonable platform to have alongside the morka's? i was thinking;

    Trukk of tank busta's - Although paper flimsy, hopefully with the trukks pressing ahead they wont be a huge target prio T1 and T2. I can then also hop out into midfield terrain so they can blast away, leaving the trukk free to either shoot ahead and perhaps pick up a stranded unit etc.
    Looted wagons? - still seem really flimsy, but i suppose as with the trukk I can hope they wont be target uno and once its in range it can start adding fire
    Battlewagons? - Higher AV, but still not exactly hard to pop with their enormous sides. Plus they are now a considerable points investment and a slot from my already heavily used HS slot.

    The IA:8 big trakks and a couple others from that dex look pretty solid imo.

    EDIT: Thanks Jidmah I was doing some looking up on thoughts about the big trakk and in a post you made in like 2011 - has sold me Jidmah - answering your questions before you question!


    Solar

    This message was edited 1 time. Last update was at 2014/07/04 14:43:02


    Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

     
       
    Made in us
    Big Mek in Kustom Dragster with Soopa-Gun





    Nebraska, USA

    BWs did get more resilient with the 7+ to explode result. Yes theyre open topped so anything can pop them but its a 6+ now not a 5+, and any random AP2 gun doesnt have a 50-50 chance anymore.

    Ive played 3 games with orks so far, all 3 with wagons. Havent lost a wagon yet which is shocking as hell. Granted, immobilization isnt much better but with the Meks inside i have a chance to fix that.
    Im used to my wagons being as easy to pop as my trukks. This is mindbogging to see them actually take DAMAGE but not be destroyed instantly.

    This message was edited 1 time. Last update was at 2014/07/04 16:36:58


    An ork with an idea tends to end with a bang.

    14000pts Big 'n Bad Orkz
    6000pts Admech/Knights
    7500pts Necron Goldboys 
       
    Made in us
    Growlin' Guntrukk Driver with Killacannon





    Pooler, GA

     Vineheart01 wrote:
    This is mindbogging to see them actually take DAMAGE but not be destroyed instantly.
    Grot Riggers and an embarked Mek are clutch. 2 5+ chances to repair hull points and damage results.

    I don't write the rules. My ego just lives and dies by them one model at a time. 
       
    Made in hk
    Regular Dakkanaut




    Hong Kong

    Reading the gazghkull supplement, something is a bit unclear for me : in the dreadmob formation , they give the definition of 'ere we go.
    Meaning the walkers gains "ere we go in this formation ?
       
    Made in de
    Ork Admiral Kroozin Da Kosmos on Da Hulk






    Yeah, looks like it. Which in turn also makes all the walkers able to benefit from a Waaagh.

    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. 
       
    Made in us
    Ollanius Pius - Savior of the Emperor






    Gathering the Informations.

    XC18 wrote:
    Reading the gazghkull supplement, something is a bit unclear for me : in the dreadmob formation , they give the definition of 'ere we go.
    Meaning the walkers gains "ere we go in this formation ?

    No. Remember that the formation has a Painboy and Big Mek in there and they have 'Ere We Go.
       
    Made in us
    Regular Dakkanaut




    Hong Kong

    Yes, but why writing that special rule here, and not on the other formations?
    it does not make sense to write it as a formation special rule, unless the whole formation has it, no?
       
    Made in us
    Ollanius Pius - Savior of the Emperor






    Gathering the Informations.

    That is actually a good question.

    Maybe it is supposed to have 'Ere We Go? Strange.
       
    Made in us
    Big Mek in Kustom Dragster with Soopa-Gun





    Nebraska, USA

    Does it say something along the lines of all units in this formation have ere we go, or is it saying "all units that have 'ere we go...."?
    If it says the first one, ok thats huge. 'Ere we Go is damn awesome, even without the run then charge from Waaagh! because units that normally dont benefit from Fleet still get to reroll a single die on charge. I love using that on my bikes lol.

    Back on my previous mentions of wanting to use weirdboyz - i retract that statement lol. Played a couple more games, won one lost the other (barely...damn objective point cards) and both games he fell way too easily even inside a 30man 'Ard Boyz blob. I think a mek with sag or another painboy would go further.
    Which blows, the spells are fun, the weridboy is just tooooo easy to kill. If he wasnt an HQ slot or at LEAST had some kind of waaaagh-born invul save, i'd still use him. Right now way too threatening of a model to let live (the game i lost i managed to get a triple Da Krunch! on a squad of outflanking bikes....sadly AP4 didnt pen so he SAVED IT ALL grumblegrumble lol)

    This message was edited 1 time. Last update was at 2014/07/05 16:57:42


    An ork with an idea tends to end with a bang.

    14000pts Big 'n Bad Orkz
    6000pts Admech/Knights
    7500pts Necron Goldboys 
       
    Made in hk
    Regular Dakkanaut




    Hong Kong

    Unfortunately, it is the second one ;(. (All units with Ere we go ...)
    But it doesn't make sense to write this rule here, that's why it is confusing.
    Though I have the eBook version which has many flaws and bugs. Maybe the paper version shows differently ?

       
    Made in au
    Growlin' Guntrukk Driver with Killacannon





    Sunshine Coast

    Just spent the last few days going over this thread from start to end checking between rule book and ideas presented here and some of my own. So what I have come up with is that I believe that the old rule boys before toys only applies to a Green Tide style of list. Any other list seem best to minimize boyz squads.

    For a trukk rush army I'm thinking just 2 squads of Ard boyz in trukks then load up on MANZ Missiles and big Warbike Squads any left over point can go into Lootas and/or Mek Gunz.

    For a Battle Wagon Rush it seems crazy to not take the formation from the Gaz Book. 5 BW which don't take up FOC slots that get Scout seems like a bargin and you can still load up of HS slots as well. For this type of list 5 Squads of 20 boyz might work. I would go cheep on the Wagon though probably just Ram and Big Shoota maybe plank if really needed but I think it could be passed on due to the 12" move pre game. Kill Kannons were another consideration I had but then the points start sinking in a bit.

    Warboss Zardsnark from IA8 seems like a really solid choice now. He is pretty decent from the updated download version. I would probably run him with 2 Biker Painboyz and 3 full squad of bikes with the new Formation. This will open up slots for Death Koptas in FA all of which get scout along with Zardsnarks squad of you wanted to scoot them forwards. For the HS slots I would take 2-3 squads of 15 Lootas (Can't take big guns with Zardsnark but there is no mention to Mek Guns I'd assume that Mek Guns are ruled out as well wouldn't want to play too dirty.). I'd then throw the Lootas behind an Agies maybe even with a Quad-Gun for some AA and have a really solid Shooting list that has some CC potential as well. The other options would be to swap out the Pain Boyz for Big Meks on bikes with KFF's and Killsaws and send them out Tank Hunting. Or instead of full bike squads maybe MSU 6 man Squads with PK Nobz. Adds some redundancy sure some will die but there quite cheep now so who cares and they can turbo-boost turn 1 into enemy territory with objective secure to deny some early Malstrom of War VP for your opponent or take them for yourself. I am going to put together a list or 2 tonight in this format and start playing a few games with them. Nob Bikers might even get an appearance as well.

    I can see some really potential for some good walker list builds bit I will need to do some more research into that before posting anything.

    I believe that standard Trukk boyz are dead though. That makes me a sad Ork. I do believe though the Ard Trukkers are in with a vengeance. Big points sink but a bit more durable. I was at first excited to see that Burna's and Tankbustas got access to trukks but the suffer all the same problems as Trukk boyz. As stated above earlier the only real use for Tabkbustas in a Trukk would be as a small suicide squad used the same way as Haywire Wyches.

    I will get a few more games in and some more findings.
       
    Made in cn
    Humorless Arbite





    Hull

    It appears to me that our Warbosses are very flexible now.

    Able to take -
    Rokkit Pack
    Warbike
    Mek's Tools
    Dok's Tools
    etc.



       
    Made in us
    Regular Dakkanaut




     Otto Weston wrote:
    It appears to me that our Warbosses are very flexible now.

    Able to take -
    Rokkit Pack
    Warbike
    Mek's Tools
    Dok's Tools
    etc.



    I think you are misreading look to the table on page 53. I made the same mistake at first and had to double check.
       
    Made in cn
    Humorless Arbite





    Hull

    pepe5454 wrote:
     Otto Weston wrote:
    It appears to me that our Warbosses are very flexible now.

    Able to take -
    Rokkit Pack
    Warbike
    Mek's Tools
    Dok's Tools
    etc.



    I think you are misreading look to the table on page 53. I made the same mistake at first and had to double check.


    Weird.... yeah... but, on the Warboss page it says you can take anything from the Orky Know-Wots list and on page 98, the full Orky Know-Wots list contains:

    Bosspole
    Cybork
    Dok's
    Gitfinda
    KFF
    Mek's Tools
    Rokkit Pack
    Waaagh! Banner
    Warbike

    The other side to that cake is the page 53 list with only:
    Cybork
    Bosspole
    Gitfinda
    Warbike

    :/ Damn. I was hoping our Warboss could be customized to take virtually any style of loadout, I thought that was pretty cool of them to do that but it looks like just errors in their book.

       
    Made in gb
    Stealthy Grot Snipa





     Vineheart01 wrote:

    Back on my previous mentions of wanting to use weirdboyz - i retract that statement lol. Played a couple more games, won one lost the other (barely...damn objective point cards) and both games he fell way too easily even inside a 30man 'Ard Boyz blob. I think a mek with sag or another painboy would go further.
    Which blows, the spells are fun, the weridboy is just tooooo easy to kill. If he wasnt an HQ slot or at LEAST had some kind of waaaagh-born invul save, i'd still use him. Right now way too threatening of a model to let live (the game i lost i managed to get a triple Da Krunch! on a squad of outflanking bikes....sadly AP4 didnt pen so he SAVED IT ALL grumblegrumble lol)


    How was your weirdboy dying?
    I am really interested in bringing a weirdboy (as I made an awesome conversion for one), how in your blobs were they dying? if kept centred etc, I cant see how its any different than having an old style KFF big mek in a blob of boys.

    Im considering taking 1 in a small unit of MANz perhaps. Thats how I ran them last ed when I did (mostly to mitigate hitting my own squad with 'ead banger). I can understand them being a considerable threat as the powers do look very tasty indeed. But with other big targets about id hope they wouldn't attract too much attention and get a few good turns in.

    Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

     
       
    Made in us
    Ollanius Pius - Savior of the Emperor






    Gathering the Informations.

     Otto Weston wrote:

    Weird.... yeah... but, on the Warboss page it says you can take anything from the Orky Know-Wots list and on page 98, the full Orky Know-Wots list contains:

    How do you think you can take Rokkit Packs, Mek's Tools, and Dok's Tools? There's no points costs for them. Anywhere in the book.

    The "Orky Know-Wots list" you are referring to isn't a list. It's the rules for them. The list is page 53.
       
     
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