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![[Post New]](/s/i/i.gif) 2014/07/02 21:39:13
Subject: Re:Opinions of the Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Maine
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krodarklorr wrote:Melevolence wrote:
No invul saves in CC did bug me, but I'll work around it like I always do. I know people seem to dislike supplements, but, the more I get to work with, the better. Maybe something someday soon will give us the tools again.
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That was a big thing for me. This army is all about getting into melee and drowning things in bodies/attacks. But, taking away ANY form of melee Inv? Now my hive tyrant will eat a Warboss for lunch without even trying. It's really sad.
That would be an expected outcome anyway. But with enough Boyz, he should be able to stick around long enough to Klaw you up. Especially since that mob should have a Nob with Klaw in it as well, or even a Painboy to help stave off some of the wounds. It's not all doom and gloom. It sucks, but what can you do? And honestly, if I saw Hive Tyrants coming my way, I'd be aiming Mek Gunz or my Naught at it, not my Warboss. My Warboss should be going after things he can easily mow down, not bite off more than he can chew.
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![[Post New]](/s/i/i.gif) 2014/07/02 21:41:06
Subject: Re:Opinions of the Ork Codex
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Loyal Necron Lychguard
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Melevolence wrote: krodarklorr wrote:Melevolence wrote:
No invul saves in CC did bug me, but I'll work around it like I always do. I know people seem to dislike supplements, but, the more I get to work with, the better. Maybe something someday soon will give us the tools again.
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That was a big thing for me. This army is all about getting into melee and drowning things in bodies/attacks. But, taking away ANY form of melee Inv? Now my hive tyrant will eat a Warboss for lunch without even trying. It's really sad.
That would be an expected outcome anyway. But with enough Boyz, he should be able to stick around long enough to Klaw you up. Especially since that mob should have a Nob with Klaw in it as well, or even a Painboy to help stave off some of the wounds. It's not all doom and gloom. It sucks, but what can you do? And honestly, if I saw Hive Tyrants coming my way, I'd be aiming Mek Gunz or my Naught at it, not my Warboss. My Warboss should be going after things he can easily mow down, not bite off more than he can chew.
Fair enough. I just always pictured Warbosses being a thing to be feared. Honestly, they're not all that scary, and it pains me.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2014/07/02 21:45:09
Subject: Re:Opinions of the Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Maine
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krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote:
No invul saves in CC did bug me, but I'll work around it like I always do. I know people seem to dislike supplements, but, the more I get to work with, the better. Maybe something someday soon will give us the tools again.
.
That was a big thing for me. This army is all about getting into melee and drowning things in bodies/attacks. But, taking away ANY form of melee Inv? Now my hive tyrant will eat a Warboss for lunch without even trying. It's really sad.
That would be an expected outcome anyway. But with enough Boyz, he should be able to stick around long enough to Klaw you up. Especially since that mob should have a Nob with Klaw in it as well, or even a Painboy to help stave off some of the wounds. It's not all doom and gloom. It sucks, but what can you do? And honestly, if I saw Hive Tyrants coming my way, I'd be aiming Mek Gunz or my Naught at it, not my Warboss. My Warboss should be going after things he can easily mow down, not bite off more than he can chew.
Fair enough. I just always pictured Warbosses being a thing to be feared. Honestly, they're not all that scary, and it pains me.
I feel ya, they should be. Even Marines should cower as they get closer. Though, I doubt a Hive Tyrant would fear them :p. I still love my AoBR Warboss models. I'll play them anytime a list calls for it, depending on what my weird mind decides to do. But yes, I wish they had more impact than they do.
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![[Post New]](/s/i/i.gif) 2014/07/02 21:52:33
Subject: Re:Opinions of the Ork Codex
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Loyal Necron Lychguard
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Melevolence wrote: krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote:
No invul saves in CC did bug me, but I'll work around it like I always do. I know people seem to dislike supplements, but, the more I get to work with, the better. Maybe something someday soon will give us the tools again.
.
That was a big thing for me. This army is all about getting into melee and drowning things in bodies/attacks. But, taking away ANY form of melee Inv? Now my hive tyrant will eat a Warboss for lunch without even trying. It's really sad.
That would be an expected outcome anyway. But with enough Boyz, he should be able to stick around long enough to Klaw you up. Especially since that mob should have a Nob with Klaw in it as well, or even a Painboy to help stave off some of the wounds. It's not all doom and gloom. It sucks, but what can you do? And honestly, if I saw Hive Tyrants coming my way, I'd be aiming Mek Gunz or my Naught at it, not my Warboss. My Warboss should be going after things he can easily mow down, not bite off more than he can chew.
Fair enough. I just always pictured Warbosses being a thing to be feared. Honestly, they're not all that scary, and it pains me.
I feel ya, they should be. Even Marines should cower as they get closer. Though, I doubt a Hive Tyrant would fear them :p. I still love my AoBR Warboss models. I'll play them anytime a list calls for it, depending on what my weird mind decides to do. But yes, I wish they had more impact than they do.
I do like the change to Waagh though, I thought that made a lot of sense, and helps you guys out. Plus, needing to have a Warboss to do so, makes sense as well.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2014/07/02 21:58:43
Subject: Re:Opinions of the Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Maine
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krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote:
No invul saves in CC did bug me, but I'll work around it like I always do. I know people seem to dislike supplements, but, the more I get to work with, the better. Maybe something someday soon will give us the tools again.
.
That was a big thing for me. This army is all about getting into melee and drowning things in bodies/attacks. But, taking away ANY form of melee Inv? Now my hive tyrant will eat a Warboss for lunch without even trying. It's really sad.
That would be an expected outcome anyway. But with enough Boyz, he should be able to stick around long enough to Klaw you up. Especially since that mob should have a Nob with Klaw in it as well, or even a Painboy to help stave off some of the wounds. It's not all doom and gloom. It sucks, but what can you do? And honestly, if I saw Hive Tyrants coming my way, I'd be aiming Mek Gunz or my Naught at it, not my Warboss. My Warboss should be going after things he can easily mow down, not bite off more than he can chew.
Fair enough. I just always pictured Warbosses being a thing to be feared. Honestly, they're not all that scary, and it pains me.
I feel ya, they should be. Even Marines should cower as they get closer. Though, I doubt a Hive Tyrant would fear them :p. I still love my AoBR Warboss models. I'll play them anytime a list calls for it, depending on what my weird mind decides to do. But yes, I wish they had more impact than they do.
I do like the change to Waagh though, I thought that made a lot of sense, and helps you guys out. Plus, needing to have a Warboss to do so, makes sense as well.
Mmhmm! I'm looking forward to pulling off some ridiculous charge ranges as well. Thats how I have a lot of my fun, trying stuff no sane player would. Does that charge look highly improbable? Yup!....lets do this! WAAAAGH!
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![[Post New]](/s/i/i.gif) 2014/07/02 22:05:58
Subject: Opinions of the Ork Codex
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Battlefortress Driver with Krusha Wheel
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Anyone started looking closely at Kans? I loved Kan Walls in 5th, and missed them sorely in 6th. Any chance they might be viable in 7th? I would love to go to my local store from time to time and play a legal game with them.
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![[Post New]](/s/i/i.gif) 2014/07/02 22:11:09
Subject: Opinions of the Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Maine
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matphat wrote:Anyone started looking closely at Kans? I loved Kan Walls in 5th, and missed them sorely in 6th. Any chance they might be viable in 7th? I would love to go to my local store from time to time and play a legal game with them.
It's going to be the first list I'm going to try once my Naught comes in. I feel them, backed with the Naught's fat KFF bubble will help keep them alive with a 5++ instead of the old 5+ cover. Their moral check isn't as daunting as people seem to think due to it only making them Shaken, so they fire at BS1 instead. But, I typically run them anyway, not spend time shooting unless they have Grotzookas.
With Meks being easier to throw around too, you might be able to keep Kanz alive longer too. Dredds will allow them to pass their checks easier too if shooting is what you're really looking for.
If you already have the models for it, give it a go. No way to know if we don't get bold and throw em on the table
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![[Post New]](/s/i/i.gif) 2014/07/02 22:16:39
Subject: Opinions of the Ork Codex
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Loyal Necron Lychguard
Netherlands
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Melevolence wrote:One complaint I've heard was lack of STR D weaponry. Get the Hell out of here. Str D only belongs in Apoc, not the normal game. I get pissed as it is when my opponent hauls in their Imperial Knights without informing me. I don't care if they want to use them, but at least alert me so I can plan accordingly. And thats basically what this codex comes down too. Planning. Not always easy to do, but in casual games (Which is all I play, no tournies for this guy), I can typically predict what each player will bring, because they are predictable. So now, I've gotten used to bringing enough Rokkits to drop those Knights to their knees.
Nonsense! You can always take a Shokk Attack Gun and hope for a double 6 I told our Ork-player this and his first response was: "Soo.. 17 SAG's in a 1500-points unbound army?" That was the scariest thing I've ever heard in my entire life.
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This message was edited 1 time. Last update was at 2014/07/02 22:17:11
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![[Post New]](/s/i/i.gif) 2014/07/02 22:18:01
Subject: Opinions of the Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Kangodo wrote:Melevolence wrote:One complaint I've heard was lack of STR D weaponry. Get the Hell out of here. Str D only belongs in Apoc, not the normal game. I get pissed as it is when my opponent hauls in their Imperial Knights without informing me. I don't care if they want to use them, but at least alert me so I can plan accordingly. And thats basically what this codex comes down too. Planning. Not always easy to do, but in casual games (Which is all I play, no tournies for this guy), I can typically predict what each player will bring, because they are predictable. So now, I've gotten used to bringing enough Rokkits to drop those Knights to their knees.
Nonsense!
You can always take a Shokk Attack Gun and hope for a double 6
I told our Ork-player this and his first response was: "Soo.. 17 SAG's in a 1500-points unbound army?"
That was the scariest thing I've ever heard in my entire life.
Ah, thats true too. I guess I'll eat my words on that XD Though, in fairness, the odds of it are HIGHLY against us XD But...if I had the money and patience to buy/paint that many SAG...I...might...want to try that :I
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![[Post New]](/s/i/i.gif) 2014/07/02 22:28:36
Subject: Opinions of the Ork Codex
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Loyal Necron Lychguard
Netherlands
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It's a 1 out of 36 chance. With 17 you'd have a 17 out of 36 chance.
Each shooting phase a 50% chance to get a Vortex thrown 60" away is quite impressive.
The amount of AP2 blasts that are going towards your enemy while you hide in cover are also impressive!
Except for that one stupid Ork that teleports himself to the enemy.
He dies.
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![[Post New]](/s/i/i.gif) 2014/07/02 22:39:40
Subject: Re:Opinions of the Ork Codex
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Loyal Necron Lychguard
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Melevolence wrote: krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote:
No invul saves in CC did bug me, but I'll work around it like I always do. I know people seem to dislike supplements, but, the more I get to work with, the better. Maybe something someday soon will give us the tools again.
.
That was a big thing for me. This army is all about getting into melee and drowning things in bodies/attacks. But, taking away ANY form of melee Inv? Now my hive tyrant will eat a Warboss for lunch without even trying. It's really sad.
That would be an expected outcome anyway. But with enough Boyz, he should be able to stick around long enough to Klaw you up. Especially since that mob should have a Nob with Klaw in it as well, or even a Painboy to help stave off some of the wounds. It's not all doom and gloom. It sucks, but what can you do? And honestly, if I saw Hive Tyrants coming my way, I'd be aiming Mek Gunz or my Naught at it, not my Warboss. My Warboss should be going after things he can easily mow down, not bite off more than he can chew.
Fair enough. I just always pictured Warbosses being a thing to be feared. Honestly, they're not all that scary, and it pains me.
I feel ya, they should be. Even Marines should cower as they get closer. Though, I doubt a Hive Tyrant would fear them :p. I still love my AoBR Warboss models. I'll play them anytime a list calls for it, depending on what my weird mind decides to do. But yes, I wish they had more impact than they do.
I do like the change to Waagh though, I thought that made a lot of sense, and helps you guys out. Plus, needing to have a Warboss to do so, makes sense as well.
Mmhmm! I'm looking forward to pulling off some ridiculous charge ranges as well. Thats how I have a lot of my fun, trying stuff no sane player would. Does that charge look highly improbable? Yup!....lets do this! WAAAAGH!
I certainly like your style.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2014/07/02 22:40:12
Subject: Opinions of the Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Kangodo wrote:It's a 1 out of 36 chance. With 17 you'd have a 17 out of 36 chance.
Each shooting phase a 50% chance to get a Vortex thrown 60" away is quite impressive.
The amount of AP2 blasts that are going towards your enemy while you hide in cover are also impressive!
Except for that one stupid Ork that teleports himself to the enemy.
He dies.
Only flaw with this hilarious plan is how easily the Mek will just splat to round 1 or 2 or heavy gunfire :p Automatically Appended Next Post: krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote:
No invul saves in CC did bug me, but I'll work around it like I always do. I know people seem to dislike supplements, but, the more I get to work with, the better. Maybe something someday soon will give us the tools again.
.
That was a big thing for me. This army is all about getting into melee and drowning things in bodies/attacks. But, taking away ANY form of melee Inv? Now my hive tyrant will eat a Warboss for lunch without even trying. It's really sad.
That would be an expected outcome anyway. But with enough Boyz, he should be able to stick around long enough to Klaw you up. Especially since that mob should have a Nob with Klaw in it as well, or even a Painboy to help stave off some of the wounds. It's not all doom and gloom. It sucks, but what can you do? And honestly, if I saw Hive Tyrants coming my way, I'd be aiming Mek Gunz or my Naught at it, not my Warboss. My Warboss should be going after things he can easily mow down, not bite off more than he can chew.
Fair enough. I just always pictured Warbosses being a thing to be feared. Honestly, they're not all that scary, and it pains me.
I feel ya, they should be. Even Marines should cower as they get closer. Though, I doubt a Hive Tyrant would fear them :p. I still love my AoBR Warboss models. I'll play them anytime a list calls for it, depending on what my weird mind decides to do. But yes, I wish they had more impact than they do.
I do like the change to Waagh though, I thought that made a lot of sense, and helps you guys out. Plus, needing to have a Warboss to do so, makes sense as well.
Mmhmm! I'm looking forward to pulling off some ridiculous charge ranges as well. Thats how I have a lot of my fun, trying stuff no sane player would. Does that charge look highly improbable? Yup!....lets do this! WAAAAGH!
I certainly like your style.
Why thank you!
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This message was edited 1 time. Last update was at 2014/07/02 22:41:55
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![[Post New]](/s/i/i.gif) 2014/07/02 22:48:52
Subject: Opinions of the Ork Codex
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Loyal Necron Lychguard
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Melevolence wrote:Kangodo wrote:It's a 1 out of 36 chance. With 17 you'd have a 17 out of 36 chance.
Each shooting phase a 50% chance to get a Vortex thrown 60" away is quite impressive.
The amount of AP2 blasts that are going towards your enemy while you hide in cover are also impressive!
Except for that one stupid Ork that teleports himself to the enemy.
He dies.
Only flaw with this hilarious plan is how easily the Mek will just splat to round 1 or 2 or heavy gunfire :p
Automatically Appended Next Post:
krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote: krodarklorr wrote:Melevolence wrote:
No invul saves in CC did bug me, but I'll work around it like I always do. I know people seem to dislike supplements, but, the more I get to work with, the better. Maybe something someday soon will give us the tools again.
.
That was a big thing for me. This army is all about getting into melee and drowning things in bodies/attacks. But, taking away ANY form of melee Inv? Now my hive tyrant will eat a Warboss for lunch without even trying. It's really sad.
That would be an expected outcome anyway. But with enough Boyz, he should be able to stick around long enough to Klaw you up. Especially since that mob should have a Nob with Klaw in it as well, or even a Painboy to help stave off some of the wounds. It's not all doom and gloom. It sucks, but what can you do? And honestly, if I saw Hive Tyrants coming my way, I'd be aiming Mek Gunz or my Naught at it, not my Warboss. My Warboss should be going after things he can easily mow down, not bite off more than he can chew.
Fair enough. I just always pictured Warbosses being a thing to be feared. Honestly, they're not all that scary, and it pains me.
I feel ya, they should be. Even Marines should cower as they get closer. Though, I doubt a Hive Tyrant would fear them :p. I still love my AoBR Warboss models. I'll play them anytime a list calls for it, depending on what my weird mind decides to do. But yes, I wish they had more impact than they do.
I do like the change to Waagh though, I thought that made a lot of sense, and helps you guys out. Plus, needing to have a Warboss to do so, makes sense as well.
Mmhmm! I'm looking forward to pulling off some ridiculous charge ranges as well. Thats how I have a lot of my fun, trying stuff no sane player would. Does that charge look highly improbable? Yup!....lets do this! WAAAAGH!
I certainly like your style.
Why thank you! 
I wish there were more Ork players where I live, I wanna try fighting different lists.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2014/07/02 22:55:27
Subject: Opinions of the Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Maine
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krodarklorr wrote:
I wish there were more Ork players where I live, I wanna try fighting different lists.
I know, right? Only one other Ork player in my area, and he only tends to show up for the monthly Apoc game, but never around for other casuals :( Makes me a sad squig. Though, I am glad we are often on the same side. Two Ork Klanz, krumpin side by side.
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![[Post New]](/s/i/i.gif) 2014/07/02 23:07:22
Subject: Opinions of the Ork Codex
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Loyal Necron Lychguard
Netherlands
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Melevolence wrote:Only flaw with this hilarious plan is how easily the Mek will just splat to round 1 or 2 or heavy gunfire :p
Do you really think we didn't foresee that?
Wouldn't it be possible to use a Mega Force Fields and a Painboy to give you an army of SAG's with 4++ and a 5+ FNP?
Maybe throw in some KFF's for more 5+ or just give them 4+ with FNP.
Yeaah, I'm going to let my friend proxy those models.. One time!
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![[Post New]](/s/i/i.gif) 2014/07/02 23:16:21
Subject: Opinions of the Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Kangodo wrote:Melevolence wrote:Only flaw with this hilarious plan is how easily the Mek will just splat to round 1 or 2 or heavy gunfire :p
Do you really think we didn't foresee that?
Wouldn't it be possible to use a Mega Force Fields and a Painboy to give you an army of SAG's with 4++ and a 5+ FNP?
Maybe throw in some KFF's for more 5+ or just give them 4+ with FNP.
Yeaah, I'm going to let my friend proxy those models.. One time!
Well, using the Relic KFF for the 4++ might be wise, as is a Painboy :p Will give them a little survivability, but not much! Still hilarious as Hell though! I'd like a battle report on how it went! :p
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![[Post New]](/s/i/i.gif) 2014/07/02 23:17:21
Subject: Opinions of the Ork Codex
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Longtime Dakkanaut
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I like the new codex. I have been getting all my recent dex's on the ipad so the format doesn't bother me at all. I was going to switch back to my khorne armies but orks are going to keep me hooked for the next year. I will still win most of my games with this dex.
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![[Post New]](/s/i/i.gif) 2014/07/02 23:30:05
Subject: Opinions of the Ork Codex
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Longtime Dakkanaut
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matphat wrote:Anyone started looking closely at Kans? I loved Kan Walls in 5th, and missed them sorely in 6th. Any chance they might be viable in 7th? I would love to go to my local store from time to time and play a legal game with them.
kans are in units of 6 now, so you could pack 18 into one detachment.... thats a lot of kan.
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![[Post New]](/s/i/i.gif) 2014/07/02 23:30:34
Subject: Opinions of the Ork Codex
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Insect-Infested Nurgle Chaos Lord
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Guys, cut down the quote walls. It's like I'm flying over ziggurats.
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Games Workshop Delenda Est.
Users on ignore- 53.
If you break apart my or anyone else's posts line by line I will not read them. |
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![[Post New]](/s/i/i.gif) 2014/07/02 23:31:32
Subject: Re:Opinions of the Ork Codex
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Dakka Veteran
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I wish they hadn't taken out the artwork, but it makes sense for GW. It's much easier to take pictures of the models than pay an artist.
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![[Post New]](/s/i/i.gif) 2014/07/02 23:41:34
Subject: Opinions of the Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Grimtuff wrote:Guys, cut down the quote walls. It's like I'm flying over ziggurats.
Sorry! I realized the quotes were getting big, so on the last one I cut it down XD Mah bad!
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![[Post New]](/s/i/i.gif) 2014/07/02 23:44:17
Subject: Opinions of the Ork Codex
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Dakka Veteran
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Kanz are still good. Like I said earlier, don't think they went up , rokkit kanz were 50 and are still 50. Ya the zooka went up a little. And 6 in a unit is awesome.
The "bonus" mek is really cool. I give mine a mega-blasta and throw him in my blobs with 3 rokkits. Now I got 4 S8 shots. And the AP2 comes in handy. Popped a term last game a couple of times. He is also a challange sponge, poor poor mek.
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This message was edited 1 time. Last update was at 2014/07/03 00:42:02
- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2014/07/03 00:48:50
Subject: Opinions of the Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Dakkafang Dreggrim wrote:Kanz are still good. Like I said earlier, don't think they went up , rokkit kanz were 50 and are still 50. Ya the zooka went up a little. And 6 in a unit is awesome.
The "bonus" mek is really cool. I give mine a mega-blasta and throw him in my blobs with 3 rokkits. Now I got 4 S8 shots. And the AP2 comes in handy. Popped a term last game a couple of times. He is also a challange sponge, poor poor mek.
My only sadness is they basically upped the cost of the Big Shoota for the Kan, which kinda sucks...since...I don't believe it was ever used? I mean, the number of shots can be nice, but Kanz are usually pumping rokkits or klaws into MEQ or vehicles. Sad the poor Shoota had to get upgraded in cost just so we could get free Rokkits :p *shrug* Still love my Grot Mechas though. And now that I can get a 6 pack for 1 HS slot is so very nice. Allows me to run my usual 6 Kanz, the Naught and a back up of Mek Gunz to support my Boyz/Bikes/Trukks
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![[Post New]](/s/i/i.gif) 2014/07/03 00:56:50
Subject: Opinions of the Ork Codex
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Hurr! Ogryn Bone 'Ead!
On Nimbosa, cramming as many guardsmen into troop carriers as possible.
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Let me start off by saying that I don't look for competitiveness in a rulebook, I do look for some resemblance of usability though.
Ork codexes are my favorite codexes, mainly because of the insane fluff and just overall... Orkiness. When I saw 7th edition come out, I was kind of frustrated. There seemed to be a minimal time period for 6th edition, and It didn't help that I had just bought a 6th edition rulebook. However, when I saw that new orks were coming out, I sucked up my pride and bought the codex.
Overall, I like the new codex a ton, maybe not as much as the 4th edition, but I still at least enjoy it.
There are two things that I am pretty ticked off about, the first being the death of bike armies, the second being no more nobs as troops. I've always loved the idea of a speedfreak bike army, dozens of big, ugly motorcycles with guns strapped to them riding ridiculously fast into the enemy. Now that they're gone, I'll probably ask the guys at my flgs if I can use the old bike list, just because it's so much fun.
The nob troops were another sad loss. I had a plan of an army consisting of mostly nobs, a sort of 13 assassins/7 samurai sort of thing, but alas, it is no more. The loss of looted wagons as well is disappointing, but I guess those could be run as battlewagons now.
there are a few smaller things that I don't like, such as some things becoming less orky, and I don't like how the gorkanauts/morkanauts look, but there are other things that I really enjoy.
First off, the gifts of gork add a nice touch to the army, I love the idea of a shoota that puts 6 shots out a turn.
I like the variety in Ork artillery, the warlord traits, and the upgrade for meganobs, turning them into an extremely deadly close combat weapon. Battlewagons seem much more readily available, lots of options for them as transports now. Tankbustas also seem better now.
There were some units that I love the idea of, but never became practical, or even usable in some cases. Examples include Vanguard veterans, the old Imperial guard penal squads (R.I.P.) and flash gitz. I love the idea of flash gitz, rich orks who spend way too much money creating a massive, hilariously powerful gun. When I first bought the codex, the first thing I turned to was the flash gitz, and overall, I am very happy about how they've come out, the gitfinda is amazing now, making the 'gitz a force to be reckoned with.
The stormboyz squad size has been increased incredibly, all ork boyz can now be 'ard boyz, warbuggies can be taken 5 per slot, and from what I see, the trukk is a fast attack option?
Overall, I don't think they should charge $50 for a book this size. Ignoring the price though, I am happy, the fluff is deep, and in some cases, outright hilarious, and overall, Orks as a whole have more variety.
I can't wait to see the supplements for this.
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[url=http://www.dakkadakka.com/dakkaforum/posts/list/0/469742.page]
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![[Post New]](/s/i/i.gif) 2014/07/03 00:57:14
Subject: Opinions of the Ork Codex
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Dakka Veteran
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I'm going 6 kanz, Morkanaught and a dredd. I'm converting a "runtherd" dredd for the kanz with a dredd size grot prod.
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2014/07/03 00:59:21
Subject: Opinions of the Ork Codex
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Hurr! Ogryn Bone 'Ead!
On Nimbosa, cramming as many guardsmen into troop carriers as possible.
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Dakkafang Dreggrim wrote:I'm going 6 kanz, Morkanaught and a dredd. I'm converting a "runtherd" dredd for the kanz with a dredd size grot prod.
This is brilliant
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[url=http://www.dakkadakka.com/dakkaforum/posts/list/0/469742.page]
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![[Post New]](/s/i/i.gif) 2014/07/03 01:05:34
Subject: Opinions of the Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Maine
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psychadelicmime wrote:Let me start off by saying that I don't look for competitiveness in a rulebook, I do look for some resemblance of usability though.
Ork codexes are my favorite codexes, mainly because of the insane fluff and just overall... Orkiness. When I saw 7th edition come out, I was kind of frustrated. There seemed to be a minimal time period for 6th edition, and It didn't help that I had just bought a 6th edition rulebook. However, when I saw that new orks were coming out, I sucked up my pride and bought the codex.
Overall, I like the new codex a ton, maybe not as much as the 4th edition, but I still at least enjoy it.
There are two things that I am pretty ticked off about, the first being the death of bike armies, the second being no more nobs as troops. I've always loved the idea of a speedfreak bike army, dozens of big, ugly motorcycles with guns strapped to them riding ridiculously fast into the enemy. Now that they're gone, I'll probably ask the guys at my flgs if I can use the old bike list, just because it's so much fun.
The nob troops were another sad loss. I had a plan of an army consisting of mostly nobs, a sort of 13 assassins/7 samurai sort of thing, but alas, it is no more. The loss of looted wagons as well is disappointing, but I guess those could be run as battlewagons now.
there are a few smaller things that I don't like, such as some things becoming less orky, and I don't like how the gorkanauts/morkanauts look, but there are other things that I really enjoy.
First off, the gifts of gork add a nice touch to the army, I love the idea of a shoota that puts 6 shots out a turn.
I like the variety in Ork artillery, the warlord traits, and the upgrade for meganobs, turning them into an extremely deadly close combat weapon. Battlewagons seem much more readily available, lots of options for them as transports now. Tankbustas also seem better now.
There were some units that I love the idea of, but never became practical, or even usable in some cases. Examples include Vanguard veterans, the old Imperial guard penal squads (R.I.P.) and flash gitz. I love the idea of flash gitz, rich orks who spend way too much money creating a massive, hilariously powerful gun. When I first bought the codex, the first thing I turned to was the flash gitz, and overall, I am very happy about how they've come out, the gitfinda is amazing now, making the 'gitz a force to be reckoned with.
The stormboyz squad size has been increased incredibly, all ork boyz can now be 'ard boyz, warbuggies can be taken 5 per slot, and from what I see, the trukk is a fast attack option?
Overall, I don't think they should charge $50 for a book this size. Ignoring the price though, I am happy, the fluff is deep, and in some cases, outright hilarious, and overall, Orks as a whole have more variety.
I can't wait to see the supplements for this.
I don't think Bike Armies are dead at all. With the point drop in Warbikers, along with bigger squad options, they are far more spammable. True, you can make Warbikers/Nob Bikers troops anymore...but it doesn't matter. Everything scores in this edition, which is nice. I think having Super Scoring bikes would be ridiculous due to their sheer movement capabilities. It would be hugely unfair in ever sense. Oh, I need objective x? WHEEEEE!!!!! *slams turbo button, gets there, holds...gets points* Or "Oh, they need objective x? WHEEEEEE!" *Turbo over and contest so their troops can't score*
Just seems outright unfair D: Even as much as I'd love to be able to do that. The bikes are still good, I wouldn't count them out just yet
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![[Post New]](/s/i/i.gif) 2014/07/03 01:07:48
Subject: Opinions of the Ork Codex
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Executing Exarch
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Or just play Unbound, if you can find someone willing that is.
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Rick Priestley said it best:
Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
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![[Post New]](/s/i/i.gif) 2014/07/03 01:14:46
Subject: Re:Opinions of the Ork Codex
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Imperial Recruit in Training
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I like the new codex overall. Yes we lost some of the randomness that we had before, but there were also a great many good changes. Now all our boyz can take eavy armor (I don't know about the rest of you but I'm going to start armoring up). The new ork relics are really cool and overall very helpful. Flash Gitz got cheaper. Tankbustas got a LOT better. Ghazzy becoming a LOW is a bit disapointing. But overall I like the new codex and think I'll have a lot of fun with it.
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![[Post New]](/s/i/i.gif) 2014/07/03 02:08:41
Subject: Opinions of the Ork Codex
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Longtime Dakkanaut
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matphat wrote:Anyone started looking closely at Kans? I loved Kan Walls in 5th, and missed them sorely in 6th. Any chance they might be viable in 7th? I would love to go to my local store from time to time and play a legal game with them.
I'm thinking yes, I really want to try out all Rokkit Kanz with Grot Riggerz, a Deffy and the Morkanaught to tie them all in. I think Kan wall will work the same as it used to, the Kanz themselves are really just a distraction, running around eating a bunch of fire and eventually dying, but by the time they're torn down to nothing the Boyz will be in charge range and everything else will just get washed away in a good Waaaaagh!
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