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![[Post New]](/s/i/i.gif) 2014/06/28 19:46:03
Subject: New Ork Codex.... Time to vent
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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Minijack wrote: Why do I feel that my Orks are worse off now than before...
Cybork going from 5+ invuln to 6+ fnp is pretty much just removing it from the codex as paying 5 pts for a 6+ save is a waste of points.The bottom line here is that Cybork was removed and not replaced at all.
RPJ is pretty much gone too...I guess the Red ones don't go faster after all.
Mob rule....so your blobs can continue to kill themselves even while not being shot at...pretty much says don't bother with large blobs anymore unless you can make them fearless.
Apparently Killa Kans were dominating the tournament circuit and just had to be nerfed into uselessness.
I don't think ill be purchasing anymore Ork models anytime soon...
Honestly if you don't have the codex, I would get it tbh, a lot changed but I think its not all doom and gloom imo, it does have potential, just need to get few games under their belt to get there
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Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2014/06/28 19:50:20
Subject: Re:New Ork Codex.... Time to vent
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Regular Dakkanaut
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Gold tooth Jerry wrote:I have the codex and I am pissed. No new big thing that has d weapon or some new thing thats overpowered in the right use. Nothing at all. Same old models, worse rules. Hell the points should of been reduced by half if they expect numbers to win the day with the gak thats out there right now.
WTF is up with the mob rule. How was it so broken that it had to be fixed in such a harsh way. With all the crazy gak that every new imperium codex gets, wave after wave, of new technology and techniques that make even more powerful units, orks get nothing. Wtf is Ghaz being LOW. From purely game play perspective wtf. feth the fluffy reason. The only good named guy in the book and now you have to take him when your facing super heavy walker spam lists. How the hell do they think any of this makes sense? Stuff that worked is nerfed to hell, stuff that was useless was buffed but not enough to warrant points, again. Every thing still dies if your opponent sneezes on the table. Hard boy armor costing almost as much as another ork and its still just 4+. Nerf to cybork body, Nerf to red paint job, nerf to fnp. Nerf to kff, I guess games workshop really has become a garbage miniatures company that used to make good rules. For as long as its been a bad codex, at least give us ork players something to want to play again. Hell if you made some big powerful expensive unit we would drop the money for it, but not you just regurgitate models and nerfed rules.
I predict the prices of orks on ebay are going to drop because of supply soon. Sometimes I wonder if GW actually created the original 40k or if they bought ti from some smart person.
I'm sorry, my friend. Although I do not play Orks, I feel your pain.
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![[Post New]](/s/i/i.gif) 2014/06/28 19:58:04
Subject: Re:New Ork Codex.... Time to vent
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Water-Caste Negotiator
Mobile, AL. USA
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Nuln_Oil wrote: Gold tooth Jerry wrote:I have the codex and I am pissed. No new big thing that has d weapon or some new thing thats overpowered in the right use. Nothing at all. Same old models, worse rules. Hell the points should of been reduced by half if they expect numbers to win the day with the gak thats out there right now.
WTF is up with the mob rule. How was it so broken that it had to be fixed in such a harsh way. With all the crazy gak that every new imperium codex gets, wave after wave, of new technology and techniques that make even more powerful units, orks get nothing. Wtf is Ghaz being LOW. From purely game play perspective wtf. feth the fluffy reason. The only good named guy in the book and now you have to take him when your facing super heavy walker spam lists. How the hell do they think any of this makes sense? Stuff that worked is nerfed to hell, stuff that was useless was buffed but not enough to warrant points, again. Every thing still dies if your opponent sneezes on the table. Hard boy armor costing almost as much as another ork and its still just 4+. Nerf to cybork body, Nerf to red paint job, nerf to fnp. Nerf to kff, I guess games workshop really has become a garbage miniatures company that used to make good rules. For as long as its been a bad codex, at least give us ork players something to want to play again. Hell if you made some big powerful expensive unit we would drop the money for it, but not you just regurgitate models and nerfed rules.
I predict the prices of orks on ebay are going to drop because of supply soon. Sometimes I wonder if GW actually created the original 40k or if they bought ti from some smart person.
I'm sorry, my friend. Although I do not play Orks, I feel your pain.
Why the feth did they have to do this to orks? The last old underpowered codex out there and they nerfed it. I dont know who wrote this gak, but he needs to be fired fast. For the good of the company. Does he even play the game? Was this even play tested? I have played orks extensively with several other ork players and the margin of error for the old codex was razor thin to get victorys. Now I don't even want to haul them up to the game store anymore....
I think the community needs to start a petition for a rewrite immediately. Its the only way to fix this gak.
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![[Post New]](/s/i/i.gif) 2014/06/28 20:02:36
Subject: Re:New Ork Codex.... Time to vent
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Regular Dakkanaut
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Gold tooth Jerry wrote: Nuln_Oil wrote: Gold tooth Jerry wrote:I have the codex and I am pissed. No new big thing that has d weapon or some new thing thats overpowered in the right use. Nothing at all. Same old models, worse rules. Hell the points should of been reduced by half if they expect numbers to win the day with the gak thats out there right now.
WTF is up with the mob rule. How was it so broken that it had to be fixed in such a harsh way. With all the crazy gak that every new imperium codex gets, wave after wave, of new technology and techniques that make even more powerful units, orks get nothing. Wtf is Ghaz being LOW. From purely game play perspective wtf. feth the fluffy reason. The only good named guy in the book and now you have to take him when your facing super heavy walker spam lists. How the hell do they think any of this makes sense? Stuff that worked is nerfed to hell, stuff that was useless was buffed but not enough to warrant points, again. Every thing still dies if your opponent sneezes on the table. Hard boy armor costing almost as much as another ork and its still just 4+. Nerf to cybork body, Nerf to red paint job, nerf to fnp. Nerf to kff, I guess games workshop really has become a garbage miniatures company that used to make good rules. For as long as its been a bad codex, at least give us ork players something to want to play again. Hell if you made some big powerful expensive unit we would drop the money for it, but not you just regurgitate models and nerfed rules.
I predict the prices of orks on ebay are going to drop because of supply soon. Sometimes I wonder if GW actually created the original 40k or if they bought ti from some smart person.
I'm sorry, my friend. Although I do not play Orks, I feel your pain.
Why the feth did they have to do this to orks? The last old underpowered codex out there and they nerfed it. I dont know who wrote this gak, but he needs to be fired fast. For the good of the company. Does he even play the game? Was this even play tested? I have played orks extensively with several other ork players and the margin of error for the old codex was razor thin to get victorys. Now I don't even want to haul them up to the game store anymore....
I think the community needs to start a petition for a rewrite immediately. Its the only way to fix this gak.
I know, man. Orks got it pretty bad. Worse than Nids, worse than CSM, perhaps even worse than sisters. It's sad. The people who run this game would really benefit by hiring some form of mathematician or statistician whose only goal is to find some way of quantifying equality between the books (while maintaining distinctness). Seems like things are just done to make a quick buck. The big problem is, it doesn't seem like anyone is going to be buying anything because the book is just terrible.
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![[Post New]](/s/i/i.gif) 2014/06/28 20:06:39
Subject: New Ork Codex.... Time to vent
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Foxy Wildborne
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It's so close to being decent but the Mob Rule kills it.
There's no author credit in it but it kind of feels like the book was written by someone competent like Cruddace or Vetock and then Phil Kelly took a look at it and snuck in the Mob Rule table on the last day before it went to print. No way would that stupid table have made it through any sort of playtesting, even their in-house "beer and pretzels, take 1 of each unit and don't use tactics" playtesting.
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2014/06/28 20:14:32
Subject: New Ork Codex.... Time to vent
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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First off I would say they are certainly not as bad as CSM they are in between the bugs and the CSM, as feel reading up on it the can defiantly hold their own, however thy do suffer the blandness of those codex's, nothing that give that special sauce to the beef so to say..
Secondly I'm glad the Stompa is not OP as some quick fix, as al it would mean is that my Stompa would get refused games and tbh, its great way for avoiding mob rule table..
As a CSM player I would say that the CSM Codex is far worse off than Orks imo.. Automatically Appended Next Post: lord_blackfang wrote:It's so close to being decent but the Mob Rule kills it.
There's no author credit in it but it kind of feels like the book was written by someone competent like Cruddace or Vetock and then Phil Kelly took a look at it and snuck in the Mob Rule table on the last day before it went to print. No way would that stupid table have made it through any sort of playtesting, even their in-house "beer and pretzels, take 1 of each unit and don't use tactics" playtesting.
I honestly feel as if the no author credit is just to hide the authors name so they don't get anymore grief from the community imo..
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This message was edited 1 time. Last update was at 2014/06/28 20:15:48
Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2014/06/28 20:17:28
Subject: New Ork Codex.... Time to vent
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Regular Dakkanaut
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happygolucky wrote:First off I would say they are certainly not as bad as CSM they are in between the bugs and the CSM, as feel reading up on it the can defiantly hold their own, however thy do suffer the blandness of those codex's, nothing that give that special sauce to the beef so to say..
Secondly I'm glad the Stompa is not OP as some quick fix, as al it would mean is that my Stompa would get refused games and tbh, its great way for avoiding mob rule table..
As a CSM player I would say that the CSM Codex is far worse off than Orks imo..
Automatically Appended Next Post:
lord_blackfang wrote:It's so close to being decent but the Mob Rule kills it.
There's no author credit in it but it kind of feels like the book was written by someone competent like Cruddace or Vetock and then Phil Kelly took a look at it and snuck in the Mob Rule table on the last day before it went to print. No way would that stupid table have made it through any sort of playtesting, even their in-house "beer and pretzels, take 1 of each unit and don't use tactics" playtesting.
I honestly feel as if the no author credit is just to hide the authors name so they don't get anymore grief from the community imo..
How would you rank CSM? Automatically Appended Next Post: lord_blackfang wrote:It's so close to being decent but the Mob Rule kills it.
There's no author credit in it but it kind of feels like the book was written by someone competent like Cruddace or Vetock and then Phil Kelly took a look at it and snuck in the Mob Rule table on the last day before it went to print. No way would that stupid table have made it through any sort of playtesting, even their in-house "beer and pretzels, take 1 of each unit and don't use tactics" playtesting.
They don't give author credit so that Phil Kelly can continue to have a job. feth Phil Kelly.
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This message was edited 1 time. Last update was at 2014/06/28 20:18:10
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![[Post New]](/s/i/i.gif) 2014/06/28 20:31:47
Subject: New Ork Codex.... Time to vent
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Beautiful and Deadly Keeper of Secrets
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lord_blackfang wrote:It's so close to being decent but the Mob Rule kills it.
There's no author credit in it but it kind of feels like the book was written by someone competent like Cruddace or Vetock and then Phil Kelly took a look at it and snuck in the Mob Rule table on the last day before it went to print. No way would that stupid table have made it through any sort of playtesting, even their in-house "beer and pretzels, take 1 of each unit and don't use tactics" playtesting.
Wat?
Cruddace, the master of horrific internal balance.
And Vetock, Master of either badly below par ( DA), or Horrifically OP (Tau).
...And with that the sad thing is there's really not good people writing at all, none are consistent.
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![[Post New]](/s/i/i.gif) 0044/06/28 04:39:48
Subject: New Ork Codex.... Time to vent
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Foxy Wildborne
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ZebioLizard2 wrote:
Wat?
Cruddace, the master of horrific internal balance.
And Vetock, Master of either badly below par ( DA), or Horrifically OP (Tau).
...And with that the sad thing is there's really not good people writing at all, none are consistent.
I said competent, not good.
Cruddace's SM are the best codex GW has ever done, so he has that going for him.
I feel Vetock's have good internal balance and mostly fall down on crappy core rules, not issues with the codexes. The two you mentioned would be on a pretty equal footing in 4th or 5th.
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2014/06/28 20:46:54
Subject: New Ork Codex.... Time to vent
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Shrieking Traitor Sentinel Pilot
New Bedford, MA
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Nuln_Oil wrote: happygolucky wrote:First off I would say they are certainly not as bad as CSM they are in between the bugs and the CSM, as feel reading up on it the can defiantly hold their own, however thy do suffer the blandness of those codex's, nothing that give that special sauce to the beef so to say..
Secondly I'm glad the Stompa is not OP as some quick fix, as al it would mean is that my Stompa would get refused games and tbh, its great way for avoiding mob rule table..
As a CSM player I would say that the CSM Codex is far worse off than Orks imo..
Automatically Appended Next Post:
lord_blackfang wrote:It's so close to being decent but the Mob Rule kills it.
There's no author credit in it but it kind of feels like the book was written by someone competent like Cruddace or Vetock and then Phil Kelly took a look at it and snuck in the Mob Rule table on the last day before it went to print. No way would that stupid table have made it through any sort of playtesting, even their in-house "beer and pretzels, take 1 of each unit and don't use tactics" playtesting.
I honestly feel as if the no author credit is just to hide the authors name so they don't get anymore grief from the community imo..
How would you rank CSM?
Automatically Appended Next Post:
lord_blackfang wrote:It's so close to being decent but the Mob Rule kills it.
There's no author credit in it but it kind of feels like the book was written by someone competent like Cruddace or Vetock and then Phil Kelly took a look at it and snuck in the Mob Rule table on the last day before it went to print. No way would that stupid table have made it through any sort of playtesting, even their in-house "beer and pretzels, take 1 of each unit and don't use tactics" playtesting.
They don't give author credit so that Phil Kelly can continue to have a job. Feth Phil Kelly.
It's weird, not to invoke the boogey man but a codex like this (copy pasted then wiped on) makes me think of Matt Ward's Orc dexes. (Which single handedly rendered them unpayable in fantasy) Yet all the interviews on the dex are with Kelly. If he did write it, he's lost whatever speck of talent he once had. (From someone who plays both, this codex is far, far lazier and less useful than CSM.)
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I notice my posts seem to bring threads to a screeching halt. Considering the content of most threads on dakka, you're welcome. |
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![[Post New]](/s/i/i.gif) 2014/06/28 21:29:58
Subject: Re:New Ork Codex.... Time to vent
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Dusty Skeleton
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I bought the codex today and have gone through it.
There ARE some good things in it, I like Zags new hammer of wrath attack, Tankbusta fix, the new Grotprod rules are quite funny. (it would be funny to see a squad of 10 grots and runtherd instagib a space marine FC) and some of the wargear choices. By far the better thing is the Ork psychic powers and weirdboy rules which could make things interesting. But it is a shame we are limited to Daemology (I.E Guaranteed Perils) outside of Ork specific powers. And it's nice we have some anti air now, and a bit more choice for anti armour...
As for bad, well, where on earth do I begin. This is not a nerf. This is... I don't Know what on earth it is... It's an atrocity.
Mob Rule is just an unnecessary castration to anyone who loves running a massive foot slogging list. With the new Mob Rule you could easily have a mob of 30 become pinned after 8 boyz are killed, or even running off the board in turn one if your opponent fires a few frag missiles into it. Alternativley lose D6 models on top of that? Which is better?
It was not OP to begin with, in the vast majority of cases you NEED that fearless rule to stand a HOPE of getting close to camping armies like guard and hide behind aegis lists.
Ramshakkle nerf. Why? Why was this necessary? especially if you are going to get rid of looted wagons, give da boyz a bone for goodness sake. Boyz drop like flies under bolter fire, we don't need an exploding trukk killing half it's passengers instead of a third.
Defrolla, Nerf is bearable as it now costs half as much.
Dakka jet nerf is also pretty rubbish. More expensive, to upgrade and in return you lose the BS3 AND the double shots in a WAAGH. This combined with the fact that 7th Ed jink was nerfed anyway makes this AV10 flyer a damp squib now.
But ladies and Gentlemen, my biggest beef is the Cybork change. Why not just get rid of it altogether. 5pts for a 6+ fnp? WOW!, really generous that's going to help a LOT when my Warboss is challenged by Bjorn or a terminator sgt with thunder hammer.
Can someone please explain why my Warboss (and Warlord) is not allowed any saves of any kind against power weapons thunder hammers or over low AP weapons, Simply put, this pretty much means getting charged by GK's or any other power weapon wielding squad is a deathknell for anything not in mega armour. That squad of 5 nobz can be obliterated by a squad of longfangs firing krak with the prescience rule, or an executioner volley and there is literally nothing you could do about it.
It's almost like they have nerfed everything fun, or good about the old dex to force you to run lists where the only hope of not getting tabled is to camp inside cover, or spam BW's and Gorkanaughts.
I say this as a footslogger and mobber. I also have 4 looted wagons, 2 truks and 3 dakka jets but only one BW. So understand why I am so upset at this new list.
Sorry if it sounds like I'm suffering from NERDRAGE. But I really had good hopes for this dex, and instead nearly all my favourite units have been utterly shafted.
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![[Post New]](/s/i/i.gif) 2014/06/28 21:49:36
Subject: New Ork Codex.... Time to vent
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Beautiful and Deadly Keeper of Secrets
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lord_blackfang wrote: ZebioLizard2 wrote:
Wat?
Cruddace, the master of horrific internal balance.
And Vetock, Master of either badly below par ( DA), or Horrifically OP (Tau).
...And with that the sad thing is there's really not good people writing at all, none are consistent.
I said competent, not good.
Cruddace's SM are the best codex GW has ever done, so he has that going for him.
I feel Vetock's have good internal balance and mostly fall down on crappy core rules, not issues with the codexes. The two you mentioned would be on a pretty equal footing in 4th or 5th.
So would CSM, but I'm not exactly going to say somethings good if it 'Could' be good several editions ago.
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![[Post New]](/s/i/i.gif) 2014/06/28 22:50:16
Subject: New Ork Codex.... Time to vent
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Shrieking Traitor Sentinel Pilot
New Bedford, MA
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BTW, I just had a chance to go over the whole codex. The fluff matches the crunch. It has a underachieving high school essay writer's sense of flow and verbiage; adding superfluous and stilted alterations to Kelly's 5th edition writing. There are quite a few redundant paragraph segments. (The opening blurb says the same thing twice in minorly different ways.) The author struggles with synonyms, often using the same noun or verb 2-3 times in a sentence. Sense of humor is all but absent.
My moneys either on 'Ward' or 'Kelly had a small stroke'.
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I notice my posts seem to bring threads to a screeching halt. Considering the content of most threads on dakka, you're welcome. |
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![[Post New]](/s/i/i.gif) 2014/06/28 22:54:50
Subject: New Ork Codex.... Time to vent
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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Someone else mentioned this a while ago (just after the Nid codex iirc), but they had a very good point. Many people are complaining that a certain codex is "bad" and usually this is in comparison to Eldar or Tau. I think (and the new Ork codex has helped show this) that Eldar and Tau are the exception to the rule and are really good books, whereas codices like Orks, Nids, CSM and DA are the norm. When comparing the Ork codex to such armies, it really is that bad at all.
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![[Post New]](/s/i/i.gif) 2014/06/28 22:57:10
Subject: New Ork Codex.... Time to vent
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Frenzied Berserker Terminator
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I am okay with the price of Orks on ebay dropping. Would not hear me complain at all.
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Gets along better with animals... Go figure. |
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![[Post New]](/s/i/i.gif) 2014/06/28 23:49:37
Subject: New Ork Codex.... Time to vent
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Dakka Veteran
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darkcloak wrote:I am okay with the price of Orks on ebay dropping. Would not hear me complain at all.
I am looking forward to this too.
So by all means everyone who is unhappy please continue to complain so more players follow suit and dump their orks. I can always use some new toys.
If people are looking to unload, be sure and send me a PM. I would not want you to suffer too long.
Funny I don't see a sudden in flux of "(H) Orks" post on the Dakka swap shop? If people are really that upset lets see some real action. Unload this POS army before the market gets flooded. I imagine you are already at about .50 on the $ for value of a used Ork army. Don't wait to lose more value. Act now and get rid of these guys.
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This message was edited 1 time. Last update was at 2014/06/29 00:00:21
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![[Post New]](/s/i/i.gif) 2014/06/29 00:59:26
Subject: New Ork Codex.... Time to vent
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Of course you do. Was there ever any doubt you'd be in favour of this?
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![[Post New]](/s/i/i.gif) 2014/06/29 01:40:01
Subject: New Ork Codex.... Time to vent
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Lead-Footed Trukkboy Driver
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Its sad to say, but in the end it really comes down to the buffs you give your army. They determine its worth. Guard, marines, tau, eldar, daemons; they can all buff the crap out of their armies. Chaos can run some truly nasty stuff too with pyschic powers. Orks have really lousy powers. So you end up with average to below average quality units, but no way to make thrm great. Thats why CSM at this point is a better book
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![[Post New]](/s/i/i.gif) 2014/06/29 01:56:01
Subject: New Ork Codex.... Time to vent
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Hacking Proxy Mk.1
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Wow, so I got a look at the codex earlier. Its all pictures of the same 3 studio colour schemes, the fluff seemed pretty light, there was a little bit explaining the clans at least and then the unit entries are awful. Barely any fluff, more pics instead of real art and I hit the stupidly long appendix before I realized it.
Speaking only about the quality of the book, not the rules inside it, all I can say is it seemed rushed and I hope its not the norm for 7th ed.
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Fafnir wrote:Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that. |
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![[Post New]](/s/i/i.gif) 2014/06/29 03:00:15
Subject: New Ork Codex.... Time to vent
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Ragin' Ork Dreadnought
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I bought the codex today and I think it's awesome. Yes, losing Cybork Body Invulns was sad, yes I wish Shootas were still 6 Ppm, and there's a couple other little changes that are great.
Orks are finally an effective assault troops. Free Stikkbombs, free mini-fleet, and we can Run and Assault again. Bikers are cheap enough to be useful. Deffkoptas are 50% cheaper. Stormboyz are cheap enough to be useful. Lootas are cheaper. Artillery is flipping awesome. Our relics are great.
I like it.
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![[Post New]](/s/i/i.gif) 2014/06/29 03:09:00
Subject: Re:New Ork Codex.... Time to vent
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Regular Dakkanaut
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Abundance of cheap AP3 shooting
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![[Post New]](/s/i/i.gif) 2014/06/29 03:12:45
Subject: New Ork Codex.... Time to vent
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Regular Dakkanaut
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Mob rule is better now then when the last codex was written, stop being so damn spoiled by edition changes that made things much better than they were supposed to be. Also....Orks are damn solid, you don't like em cool, your business, post your army on Ebay and send me the link.
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This message was edited 1 time. Last update was at 2014/06/29 03:13:20
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![[Post New]](/s/i/i.gif) 2014/06/29 03:14:56
Subject: New Ork Codex.... Time to vent
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Enigmatic Chaos Sorcerer
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Orktavius wrote:Mob rule is better now then when the last codex was written, stop being so damn spoiled by edition changes that made things much better than they were supposed to be. Also....Orks are damn solid, you don't like em cool, your business, post your army on Ebay and send me the link.
I didn't play during 4th or 5th. How did the edition changes affect Mob rule? Can you detail how Mob Rule functions now as compared to when it first came out?
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BlaxicanX wrote:A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.
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![[Post New]](/s/i/i.gif) 2014/06/29 03:17:53
Subject: New Ork Codex.... Time to vent
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Big Mek in Kustom Dragster with Soopa-Gun
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I have the codex and reading through it/comparing, before we had what ~6 units that were utter useless garbage? Lets see...
Burnas (burnawagons are their only shine, and with the range nerf it kinda died)
Kommandoz
Tankbustas
Flash Gitz
Deff Dredds
Blitza Bomba
Units that were bad but viable enough to take for the hell of it include:
Burna Bomba
Killa Kanz
Foot Nobz
Looted Wagons
Now, in the new codex....imo the only totally useless unit is Burnas because they went up a point and gained nothing. Literally the only way i will field them is if i run any gunwagons or nauts and i want some free Meks inside, since the 2-3 burnas can still do SOME damage if/when the vehicle dies finally (and overwatch in gunwagons).
Theres plenty of not-so-super units, but they all have their strengths whereas before they had nothing going for them. Buggies have outflank, cheaper, and units of 5 now. Koptas got WAY cheaper (-15pts for the TL rokkit variant we always use), blitza bomba is actually pretty nasty looking, warbikers are properly costed for once, we can give a 15man warbiker unit or 30man boyz blob WS5 through Da Lucky Stikk, list goes on and on.
We lost our OMGWTFPWNBBQ bikernobz since they lost their invul and cost the same and now require 2 HQs for the same missile as before instead of 1, since painboyz are an HQ. But that was the only REAL nerf we got imo, the rest were small things. Mob rule will only kick your ass if your dice seriously, seriously hate you.
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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) 2014/06/29 03:20:35
Subject: New Ork Codex.... Time to vent
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Longtime Dakkanaut
Dundee, Scotland/Dharahn, Saudi Arabia
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How exactly is Mob Rule better now?
This is the third variation, and by far the worst.
we went from units falling back being absorbed into other units (mobbing up), to fearless while we had numbers to taking a few shots then either killing more boys or standing around looking stupid.
I think I'll play one of my other armies for a while, and let the Boys wait for the next codex.
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If the thought of something makes me giggle for longer than 15 seconds, I am to assume that I am not allowed to do it. item 87, skippys list
DC:70S+++G+++M+++B+++I++Pw40k86/f#-D+++++A++++/cWD86R+++++T(D)DM++ |
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![[Post New]](/s/i/i.gif) 2014/06/29 03:20:52
Subject: Re:New Ork Codex.... Time to vent
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Slaanesh Chosen Marine Riding a Fiend
Maine
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TedNugent wrote: Chute82 wrote:
They are lucky I bought the codex but for another $50 I can get the Ghazghkull supplement. Wow what a deal
Bro you've got to spend $58 on the codex and $50 on the supplement and then spend hundreds of dollars on models and spend months playtesting them otherwise you don't know
You just can't know
Spend hundreds of dollars, then you can know.
The way I avoided spending money was playing proxy games with friends. When I started in 6th, my buddy had the Ork codex, but didn't play Orks. Thats how I got into the game. I had not a single model, but I used quarters for infantry, and other objects to represent various sized units. While it looked silly, it allowed me to test the entire book for over a month before I purchased a single model.
If you have casual players, or even friendly players, I highly doubt they would complain if you asked to use a coffee can as a stompa, or smaller coffee can as a Morkanaught, for example, to get a few rounds in with it before shelling out serious cash. Same would apply for ANY unit. Just so long as you're not going to an event with no models.
Automatically Appended Next Post:
marv335 wrote:
How exactly is Mob Rule better now?
This is the third variation, and by far the worst.
we went from units falling back being absorbed into other units (mobbing up), to fearless while we had numbers to taking a few shots then either killing more boys or standing around looking stupid.
I think I'll play one of my other armies for a while, and let the Boys wait for the next codex.
I did a test game today with the new mob rule, despite not having the new dex. It actually kept my Manz in the game, when they would normally get over-run, same with a squad of Trukk Boyz. Granted, old bosspole for TrukkBoyz was way better, but they actually stayed put despite losing the Trukk, losing one Boy, and losing a couple more to some pot shots from some grubby necrons.
It's not THE BEST mob rule by any means...but it works well enough.
Automatically Appended Next Post:
Gold tooth Jerry wrote:I have the codex and I am pissed. No new big thing that has d weapon or some new thing thats overpowered in the right use. Nothing at all. Same old models, worse rules. Hell the points should of been reduced by half if they expect numbers to win the day with the gak thats out there right now.
WTF is up with the mob rule. How was it so broken that it had to be fixed in such a harsh way. With all the crazy gak that every new imperium codex gets, wave after wave, of new technology and techniques that make even more powerful units, orks get nothing. Wtf is Ghaz being LOW. From purely game play perspective wtf. feth the fluffy reason. The only good named guy in the book and now you have to take him when your facing super heavy walker spam lists. How the hell do they think any of this makes sense? Stuff that worked is nerfed to hell, stuff that was useless was buffed but not enough to warrant points, again. Every thing still dies if your opponent sneezes on the table. Hard boy armor costing almost as much as another ork and its still just 4+. Nerf to cybork body, Nerf to red paint job, nerf to fnp. Nerf to kff, I guess games workshop really has become a garbage miniatures company that used to make good rules. For as long as its been a bad codex, at least give us ork players something to want to play again. Hell if you made some big powerful expensive unit we would drop the money for it, but not you just regurgitate models and nerfed rules.
I predict the prices of orks on ebay are going to drop because of supply soon. Sometimes I wonder if GW actually created the original 40k or if they bought ti from some smart person.
I hope people bail and sell Orks for cheap! I want moar Orks anyway!
Seriously man, calm down. I honestly feel a lot of the changes aren't that bad now that the dust has settled. KFF was a mess as it was before. The fact it could cover mobs just because ONE model touched it was cheesy, and stupid, even for Orks. And, now its Invuln against shooty attacks, which is far better than a 5+ cover when so many things just tell cover to go feth itself.
I'll admit, I'm still a little sore of Cybork, but I'll adapt.
Really? No Str D? Get over it. I HATE that people want Str D in the basic book. No. No. No.
Ghaz's change is a little weird, but, he is one of the better known Warbosses out there. I wish he had gotten a few buffs to go with his new change, or at least a point drop to represent what he lost. But the boons he can get in the supplement MAY make him worth taking when you use him. *shrug* Yet to tell on that one. Not that upset personally, I never used him after his Prophet of Waaagh got FAQ'd.
As for new tech, we did get Morkanaughts and new Big Gunz, and while expensive money wise, I feel they will pull their weight. Our planes, from what's been said, have gotten better as well, even with the Dakka Jet minor nerf with Waaagh shooting.
Our Psycher isn't a laughing stock anymore.
Red Paint was a small nerf, but losing 1 inch overall isn't making me cry like a baby. The changes to Boarding Plank offset that, and it would be a little insane to get +3 inches on charge range if you combo'd the two upgrades/ even the +2 is huge from the plank.
FNP didn't really get a nerf. It's still 5+, but now you can give it to ANY unit, at the cost of an HQ slot. 30 Boyz with FNP seems pretty God-damned good to me. Helps with shaking off wounds from the mob rule too.
I don't feel the 1 point increase for Shootas is unreasonable due to the sheer volume of shots we get for the points. Pretty nuts really.
Ard Armor is still a bit pricey, but worth using on select attack squads. Again, better saves against Mob Rule for our key mobs, and can help us shrug off Bolter shots during overwatch while still getting the KFF for Invul if our armor fails (Which it typically does, but thats Orks for ya). Seems good to put on Trukk Boyz if you're worried about the explosion from the Trukk hurting them. A 50% save is better than the excitedly pathetic T-shirt save.
Just take the book in stride before throwing your models on ebay or throwing them in the closet. I'm not giving up on my Boyz. I even ordered two Morkanaughts to fill up my Heavy slots, and give two giant bubbles to protect my amry, as well as unload some nice Dakka while it's at it.
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This message was edited 3 times. Last update was at 2014/06/29 05:15:42
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![[Post New]](/s/i/i.gif) 2014/06/29 05:43:23
Subject: New Ork Codex.... Time to vent
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Regular Dakkanaut
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marv335 wrote:
How exactly is Mob Rule better now?
This is the third variation, and by far the worst.
we went from units falling back being absorbed into other units (mobbing up), to fearless while we had numbers to taking a few shots then either killing more boys or standing around looking stupid.
I think I'll play one of my other armies for a while, and let the Boys wait for the next codex.
Because before fearless caused me to lose a model for every point I lost combat by meaning my units evaporated when fighting something halfway decent in close combat instead of slowing beating them down.
Oh..Sorry...wait...I had a 6+ t-shirt save
As opposed to now where the worst I worry about are d6 s4 hits instead of taking 10 extra wounds. Is it better than 6th/7th fearless? no, but Ork mobs weren't meant to be that unstoppable.
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![[Post New]](/s/i/i.gif) 2014/06/29 06:17:21
Subject: New Ork Codex.... Time to vent
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Foxy Wildborne
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Orktavius wrote:Because before fearless caused me to lose a model for every point I lost combat by meaning my units evaporated when fighting something halfway decent in close combat instead of slowing beating them down.
That was a main rulebook issue, not a codex issue. The previous codex went through 4 editions of 40k and Fearless wounds were only a thing in one edition.
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2014/06/29 07:04:48
Subject: New Ork Codex.... Time to vent
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Ragin' Ork Dreadnought
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lord_blackfang wrote:Orktavius wrote:Because before fearless caused me to lose a model for every point I lost combat by meaning my units evaporated when fighting something halfway decent in close combat instead of slowing beating them down.
That was a main rulebook issue, not a codex issue. The previous codex went through 4 editions of 40k and Fearless wounds were only a thing in one edition.
The Ork Codex was written with 5th edition in mind, coming out just before the release of the rules. Writers knew what they were doing.
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![[Post New]](/s/i/i.gif) 2014/06/29 07:15:47
Subject: New Ork Codex.... Time to vent
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Foxy Wildborne
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You give them much too much credit. They never know what they're doing. Just think back to the mess the deff rolla rules were in 5th and how it took them over a year to FAQ it. That codex was not 5th edition ready in the slightest. Heck, the current one is barely 7th edition ready and includes "fixes" that are obviously based on 5th edition Ork tourney lists that haven't been relevant in over 2 years. Codexes are largely developed independently of main rules.
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This message was edited 1 time. Last update was at 2014/06/29 07:29:50
The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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