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





Nebraska, USA

Theres a lot of people thinking that the Orky Know-wots in the back of the book is a list of wargear you can purchase from, despite it has no points listed there and half the list missing in the list that has the points
Warboss cannot take Rokkit Packs, Mek Tools, or Doc Tools. Hell, hes even forbidden from Da Fixer Uppers even though thats technically available to him (read footnotes).
Dont really care about him not getting Mek Tools, but i wish he had the other two >.<

Also my weirdboy keeps dying because of either outflanking DA bike squads or barrage sniping (eventually you gotta fail that 2+ LoS). The bikes tear out ~10 boyz on average, ignoring the armor since theyre toting plasma, and win in assault with superior armor and rending hammers.
4+ armor isnt that hard to get by. They were getting hammered by a lot of crap that pen'd their armor throughout the game, not just the bikers that got into assault T3.

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
Renegade Kan Killin Orks





San Francisco, CA

 Otto Weston wrote:

I think you are misreading look to the table on page 53.
...
:/ 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.


It's not a mistake in the book...

but that would have been awesome... or if they had given the weird boy ANY options.

This message was edited 1 time. Last update was at 2014/07/06 17:13:05


   
Made in us
Regular Dakkanaut





 Vineheart01 wrote:
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.


As mentioned, it is the latter, even in my paper copy.

However, it is listed under Formation Special Rules, and the description for the Formation Special Rules section as a whole states:

"Every formation includes one or more special rules associated with the units that make up that Formation".

"The special rules for a Formation only apply to the units that make it up (even if there are other units of the same type in your army)".

To me, that seems to suggest all Dread Mob units benefit.

I always thought they intended to allow the IA8 Killa Kans to be considered Fast Attack in more than name/slot, even though even the FAQ never "corrected" this.

Maybe giving them 'Ere We Go in this rule set is a more conservative decision in the same light. It's certainly not as awesome as giving them the benefit of being a Fast unit, but it would make them slightly more mobile in one sense.



   
Made in us
Smokin' Skorcha Driver




Dallas, TX

On a side note, Zhadsnark "Da Rippa" is the best thing to happen to our book. Actually makes our book not just playable, but competitive for me.

http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf

   
Made in ca
Mekboy on Kustom Deth Kopta




mrfantastical wrote:
On a side note, Zhadsnark "Da Rippa" is the best thing to happen to our book. Actually makes our book not just playable, but competitive for me.

http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf



I love that guy. And the funny looks you get when you try to ram a vehicle much more fun to do in 6th, not so much in 7th.

a PK at I4 is always awesome.

 
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

Bikes as troops, his unit gets scout, I4 PK & T7. Yeah he's amazing.

This message was edited 2 times. Last update was at 2014/07/07 03:14:01


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

mrfantastical wrote:
Bikes as troops, his unit gets scout, I4 PK & T7. Yeah he's amazing.
What is this about T7?

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Misinterpretation of the statline probably. Hes listed as T6, but since hes not listed T6(7) it means it was written for current rules where the bike adds a total toughness not a pseudo toughness. Its automatically accounting the bike adds +1 toughness so hes T6.

Hes still a nasty warboss.

Btw something i noticed when looking over that internet spreadsheet for dreddmobs. Mega Dredds may replace his rippa klaw with another kill kannon for 35pts....um...problem there
I see no rule allowing the Mega Dredd to ignore the Ordnance effect of all your other weapons fire snapshots, unless i am missing something and walkers are immune to that in general for some reason. Why would you put two on this guy when he cant fire both? lol

This message was edited 1 time. Last update was at 2014/07/07 04:13:09


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Stealthy Grot Snipa





 Vineheart01 wrote:
Misinterpretation of the statline probably. Hes listed as T6, but since hes not listed T6(7) it means it was written for current rules where the bike adds a total toughness not a pseudo toughness. Its automatically accounting the bike adds +1 toughness so hes T6.

Hes still a nasty warboss.

Btw something i noticed when looking over that internet spreadsheet for dreddmobs. Mega Dredds may replace his rippa klaw with another kill kannon for 35pts....um...problem there
I see no rule allowing the Mega Dredd to ignore the Ordnance effect of all your other weapons fire snapshots, unless i am missing something and walkers are immune to that in general for some reason. Why would you put two on this guy when he cant fire both? lol


In the original IA8 I seem to remember that the additional killkannon simply added a TL effect to the first. However, that isn't mentioned here i must admit and it looks like he'd technically have 2 to fire :/


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

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Vineheart01 wrote:Misinterpretation of the statline probably. Hes listed as T6, but since hes not listed T6(7) it means it was written for current rules where the bike adds a total toughness not a pseudo toughness. Its automatically accounting the bike adds +1 toughness so hes T6.

Hes still a nasty warboss.

Btw something i noticed when looking over that internet spreadsheet for dreddmobs. Mega Dredds may replace his rippa klaw with another kill kannon for 35pts....um...problem there
I see no rule allowing the Mega Dredd to ignore the Ordnance effect of all your other weapons fire snapshots, unless i am missing something and walkers are immune to that in general for some reason. Why would you put two on this guy when he cant fire both? lol


This was already pointed out when the Apocalypse Second Edition was released and updated the Mega Dread's rules. FW doesn't seem to be aware of the issue.

hurtmypony wrote:
 Vineheart01 wrote:
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.


As mentioned, it is the latter, even in my paper copy.

However, it is listed under Formation Special Rules, and the description for the Formation Special Rules section as a whole states:

"Every formation includes one or more special rules associated with the units that make up that Formation".

"The special rules for a Formation only apply to the units that make it up (even if there are other units of the same type in your army)".

To me, that seems to suggest all Dread Mob units benefit.

I always thought they intended to allow the IA8 Killa Kans to be considered Fast Attack in more than name/slot, even though even the FAQ never "corrected" this.

Maybe giving them 'Ere We Go in this rule set is a more conservative decision in the same light. It's certainly not as awesome as giving them the benefit of being a Fast unit, but it would make them slightly more mobile in one sense.

Agree. All rules listed under "Special Rules" of a formation apply to every model in the formation. Since 'ere we go is listed as special rule (alongside the the two supplement rules and the Wall of Steel rule), everyone gets it.

Seeing how the even included things like the deep strike mishap table among other stuff, they probably tried to make the Supplement playable without having to flip through the rulebook, the codex and the supplement during games, one of the bigger points of criticism when it comes to supplements.

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 au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I think the ruling is that if you fire Ordnance you have to snap fire all other weapons. Since both are Ordnance you should be able to fire both normally.
   
Made in us
Regular Dakkanaut




Hong Kong

Yes, there is little doubt that all MANz have fearless in Bullyboys, or that all BW have scout in blitz brigade so logically, all units in Dreadmob formation have ere we go.

Yeah! Now I need to add a warboss to Waaagh all those walker muahahah
   
Made in us
Boom! Leman Russ Commander




Jacksonville Florida

 Jidmah wrote:

4) Blitz Brigade
- Requires: 5 Battlewagons, all Battlewagons must have rams or deff rollas
- All battlewagons gain scout
- Know Yer Limitz:: Embarked units cannot charge during the first turn if the battlewagon used scout.


Now I have a question about this as I plan on running a Battlewagon list.

I've just gotten back into the game and am still trying to understand the allied detachment rules and such, what I am thinking is to have my primary detachment be made up of my warboss (who will also be my warlord) and 2 Troop choices (plus whatever other units I take) and then my allied detachment will be a Big Mek and troop. Now my question is since the Blitz Brigade requires 5 battle wagons does that mean I would have to have 5 BW total (say 3 from my Primary Detachment and 2 from my Secondary Detachment?) or do I have to take 5 BW from my Secondary Detachment?

 
   
Made in gb
Nasty Nob






No, the battlewagons are not part of a Detachment, they are their own Formation which is taken in addition to any other detachments. They do not use Force Organisation slots.

Also, you can't take an allied detachment with the same faction as your primary detachment.

   
Made in ca
Regular Dakkanaut




All the battlewagons are a new detchment.

Also, you can't ally orks to orks.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

in 6th the allies matrix specifically denied same race alliances.

Where is this rule in 7th?

There are literally only 2 pages talking about allies in the 7th book, and nothing says same faction cannot ally. In fact, it lists them as battle brothers wheras before it was a blank slot.

You can totally ally the same race now.

Also even in 6th if there was a supplement involved you could ally with the main codex anyway. The BW formation is a supplement.

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
Quick-fingered Warlord Moderatus






actually the battlewagon detachment seems like a steal for helping keep the H/S slots open. An Idea I had would be to have a mega nob and warlord unit ride in one, Two troops in the others, and maybe two units of lootas in the other two. Think that would work or should it just be packed full of troops?

413th Lucius Exterminaton Legion- 4,000pts

Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Expect a flood of grots, kans, and nobz from bitz dealers in the next month or so.



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





Nebraska, USA

Yeah my friend that follows WD pretty closely said the new starter box is orks vs space wolves. Quite frankly i expected the same damn ork list, kinda surprised kans are in there.

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




 Vineheart01 wrote:
in 6th the allies matrix specifically denied same race alliances.

Where is this rule in 7th?

There are literally only 2 pages talking about allies in the 7th book, and nothing says same faction cannot ally. In fact, it lists them as battle brothers wheras before it was a blank slot.

You can totally ally the same race now.

Also even in 6th if there was a supplement involved you could ally with the main codex anyway. The BW formation is a supplement.


We're this far into 7th ed and this is still confusing people; man, wouldn't often FAQ updates help...


I'm not sure if you read those pages you are talking about or not, but I'd suggest having another look.

All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).


What's a faction?

In the case of older publications, the Faction of all the units described in a codex is the same as the codex’s title. In the case of codex supplements, the Faction of all the units described in that publication is the same as the codex it is a supplement of.


Therefore, no, you cannot ally the Ghraz supplement.

The formations from the Ghraz book have nothing at all to do with this, they are just a complete separate detachment.


Now we get to the good part... does the specific rules in the older supplements allow allying and override the general rule in the new 7th ed book?

The 7th book is the most up to date and they even go out of their way to mention the old supplements. I'd go so far as to say that they don't feel it needs a new FAQ as it is implied here that you cannot ally farsight to Tau for example.

This message was edited 1 time. Last update was at 2014/07/07 17:48:33


 
   
Made in us
Boom! Leman Russ Commander




Jacksonville Florida

 Perfect Organism wrote:
No, the battlewagons are not part of a Detachment, they are their own Formation which is taken in addition to any other detachments. They do not use Force Organisation slots.


So then I just have to have to have at least 5 BW in my list and say I'm using the formation in order for my BW to get scout it doesn't matter where the BW come from?

I guess I'm just not sure how formations fit into the detachment system

 
   
Made in ca
Regular Dakkanaut




 Warboss Imbad Ironskull wrote:
 Perfect Organism wrote:
No, the battlewagons are not part of a Detachment, they are their own Formation which is taken in addition to any other detachments. They do not use Force Organisation slots.


So then I just have to have to have at least 5 BW in my list and say I'm using the formation in order for my BW to get scout it doesn't matter where the BW come from?

I guess I'm just not sure how formations fit into the detachment system


They certainly didn't make it clear.


You could do:

Detachment #1 (Faction: Orks)
-CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)

Detachment #2 (Faction: Orks)
-CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)
-You cannot make this an allied detachment as it is the same faction as your first detachment

Detachment #3 (Faction: Orks)
-Ork Formation (i.e. 5 battle wagons with scout)


You can keep adding new CADs, ally detachment (as long as it is not from Faction Ork) or formations (even non-ork ones but they need to follow the ally matrix, i.e. add in a skyblight tyranids but follow come the apocalypse rules).

This message was edited 1 time. Last update was at 2014/07/07 18:02:05


 
   
Made in us
Smokin' Skorcha Driver






I've found that a weird boy in a 30 man blob of boyz huddled around a morkanaut with kff is quite an effective detachment to cover the middle of the battlefield, while you have manz missiles and warbikers cover the sides.

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




Jacksonville Florida

NamelessBard wrote:
 Warboss Imbad Ironskull wrote:
 Perfect Organism wrote:
No, the battlewagons are not part of a Detachment, they are their own Formation which is taken in addition to any other detachments. They do not use Force Organisation slots.


So then I just have to have to have at least 5 BW in my list and say I'm using the formation in order for my BW to get scout it doesn't matter where the BW come from?

I guess I'm just not sure how formations fit into the detachment system


They certainly didn't make it clear.


You could do:

Detachment #1 (Faction: Orks)
-CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)

Detachment #2 (Faction: Orks)
-CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)
-You cannot make this an allied detachment as it is the same faction as your first detachment

Detachment #3 (Faction: Orks)
-Ork Formation (i.e. 5 battle wagons with scout)


You can keep adding new CADs, ally detachment (as long as it is not from Faction Ork) or formations (even non-ork ones but they need to follow the ally matrix, i.e. add in a skyblight tyranids but follow come the apocalypse rules).


OH!!!! ok I think my confusion was the difference between Combined Arms Detachments and Allied Detachments but I've got it now.

I originally planned on sticking my Big Mek on a bike with a KFF and running him next to my BW but scouting the force means my BM can't keep up so I may just put him in one of the BW with my Boy. Now I gotta figure out if I'm gonna run him in MA or not.

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





Nebraska, USA

The 7th book is the most up to date and they even go out of their way to mention the old supplements. I'd go so far as to say that they don't feel it needs a new FAQ as it is implied here that you cannot ally farsight to Tau for example.


Up to date BRB doesnt trump an older codex unless its FAQ/Errata'd, which they did FAQ and didnt even tough the paragraph talking about allying with normal tau.
Though i agree if they would actively FAQ things a lot of confusion would be avoided. 7th BRB still has 0 FAQs for it and theres several things that need it badly.
And i missed the other part, my bad.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Yellin' Yoof




Sydney, Australia

I think that you guys are overlooking an important point in the codex.

Everyone seems to be talking abut the required 1 HQ and 2 Troop choices, but on page 102 of the new codex, it states that we require a minimum 3 Troops.

- Crap Shooting, but GREAT leadership

~ 5000pt Death Skulls

FFG X-WING
FFG - Armada

Port Stephens are of NSW - PM me for a game if you're close by! 
   
Made in gb
Stealthy Grot Snipa





 B0NES wrote:
I think that you guys are overlooking an important point in the codex.

Everyone seems to be talking abut the required 1 HQ and 2 Troop choices, but on page 102 of the new codex, it states that we require a minimum 3 Troops.


Thats if you are using the 'detatchment' from the main codex. If your using the CAD then that is the FOC from the BRB and is 1HQ, 2Troops. Atleast that is how I am now understanding it from the previous posts.

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

 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

 Warboss Imbad Ironskull wrote:
NamelessBard wrote:
 Warboss Imbad Ironskull wrote:
 Perfect Organism wrote:
No, the battlewagons are not part of a Detachment, they are their own Formation which is taken in addition to any other detachments. They do not use Force Organisation slots.


So then I just have to have to have at least 5 BW in my list and say I'm using the formation in order for my BW to get scout it doesn't matter where the BW come from?

I guess I'm just not sure how formations fit into the detachment system


They certainly didn't make it clear.


You could do:

Detachment #1 (Faction: Orks)
-CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)

Detachment #2 (Faction: Orks)
-CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)
-You cannot make this an allied detachment as it is the same faction as your first detachment

Detachment #3 (Faction: Orks)
-Ork Formation (i.e. 5 battle wagons with scout)


You can keep adding new CADs, ally detachment (as long as it is not from Faction Ork) or formations (even non-ork ones but they need to follow the ally matrix, i.e. add in a skyblight tyranids but follow come the apocalypse rules).


OH!!!! ok I think my confusion was the difference between Combined Arms Detachments and Allied Detachments but I've got it now.

I originally planned on sticking my Big Mek on a bike with a KFF and running him next to my BW but scouting the force means my BM can't keep up so I may just put him in one of the BW with my Boy. Now I gotta figure out if I'm gonna run him in MA or not.


He can scout with a Squad of Deffkopas. I had the same problem then it hit me. An Ah Ha moment.
   
Made in us
Smokin' Skorcha Driver






So I think I may have found some tasty

For 450pts you can get 15 kustom mega-kannon mek gunz. That's 15 strength 8 ap 2 blasts you'll be shooting at the enemy every turn

Seems pretty legit if you ask me, though I would likely mix in some traktor kannons in there too.

What do you guys think?

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Viable, though expensive model-wise or a LOT of kitbashing work. Also prevents battlewagon use.

Think i like my rokkit spam idea.
3x 15 Tankbustas w/ Nob and BP, 630pts
3x 5 Buggies w/ TL Rokkits, 375pts
3x 20 Shoota Boyz w/ Nob, Klaw, BP, 2 Rokkits 570pts
Big Mek w/ KFF, Rokkit, Da Finkin' Kap, 'Eavy Armor, Cybork 109pts
Big Mek w/ KFF, Rokkit, 'Eavy Armor 94pts
2 HQ Meks w/ Rokkits 40pts
2x 5 Kannons 180pts
1998pts.

Since i normally play 2000pt games, thats what i build for.
That is 45 Tankhunter rokkits, 15 TL Rokkits on fast platforms w/ outflank, 10 Rokkits mixed into the Shoota Boyz, and 10 Kannons. Totaling 72 rokkits + 10 Kannons and a lot of bodies lol.
Probably never do it since i dont have anywhere near that many rokkits built, or buggies, i was just goofin around tryin to spam rokkits as much as i could lol
Get the Infiltrate warlord trait and infiltrate the Tankbustas. Why assault when they can instantly pop 2-3 vehicles and score first blood plus a bonus VP? lol

This message was edited 2 times. Last update was at 2014/07/09 02:56:37


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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