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Made in gb
Assassin with Black Lotus Poison





Bristol

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.


Wouldn't the Tyrant just issue a challenge? If you feed it the Nob then it cuts it to pieces, wounds carry over onto other models and it's immune to all return attacks. If you refuse it takes your Warboss out of the fight for a round then proceeds to slaughter the Nob and a load of Boyz. Then you have to try and do more wounds against it than it did to you, using only S3/4 Boyz. If you don't then you lose combat, test for LD, probably take Mob Rule hits. If you do then isn't the Tyrant fearless? Second round it issues another challenge, if you accept it kills your Warboss, Boyz run away and are swept. If you refuse it continues butchering Boyz until you run and are swept.

This message was edited 1 time. Last update was at 2014/07/03 02:26:35


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

Saw a game today where a trukk exploded with 11 tankbustaz and a Nob inside. 10 tankbustaz died in the explosion, and the mob rule controlled Nob killed the last one.

This is not fun or fair to me.
   
Made in ca
Executing Exarch






mrfantastical wrote:
Saw a game today where a trukk exploded with 11 tankbustaz and a Nob inside. 10 tankbustaz died in the explosion, and the mob rule controlled Nob killed the last one.

This is not fun or fair to me.


That's mostly because trukks are suicidal. The idea is to mitigate mob rule as much as possible. Another reason why Grotsnik is near mandatory.

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!
 
   
Made in ca
Gargantuan Gargant






mrfantastical wrote:
Saw a game today where a trukk exploded with 11 tankbustaz and a Nob inside. 10 tankbustaz died in the explosion, and the mob rule controlled Nob killed the last one.

This is not fun or fair to me.


Well, to be fair that is a very extreme example, on average an exploding trukk would only wound half of the boyz inside, even less would get through if they were packing heavy armour. This situation just seemed doomed by the dice to begin with so it's like the time where my friend's Chaos Lord on Juggernaut rolled 3 1's for his armour save against 3 burna boyz overwatch, just because that happened doesn't mean that Chaos Lords on Juggernauts are useless or weak. This is also why you take precautions like more than 1 trukk so even if some fall through that you have enough to cover for the ones lost.

This message was edited 1 time. Last update was at 2014/07/03 03:50:10


 
   
Made in us
Dakka Veteran





California

 A Town Called Malus 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.


Wouldn't the Tyrant just issue a challenge? If you feed it the Nob then it cuts it to pieces, wounds carry over onto other models and it's immune to all return attacks. If you refuse it takes your Warboss out of the fight for a round then proceeds to slaughter the Nob and a load of Boyz. Then you have to try and do more wounds against it than it did to you, using only S3/4 Boyz. If you don't then you lose combat, test for LD, probably take Mob Rule hits. If you do then isn't the Tyrant fearless? Second round it issues another challenge, if you accept it kills your Warboss, Boyz run away and are swept. If you refuse it continues butchering Boyz until you run and are swept.


Challenges work different now. A lone model can challenge, but can be attacked if he kills who he challenged and the other models have not gone yet. So tyrant challanges, kills a mek. Warboss and nob can attack him.


Automatically Appended Next Post:
 A Town Called Malus 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.


Wouldn't the Tyrant just issue a challenge? If you feed it the Nob then it cuts it to pieces, wounds carry over onto other models and it's immune to all return attacks. If you refuse it takes your Warboss out of the fight for a round then proceeds to slaughter the Nob and a load of Boyz. Then you have to try and do more wounds against it than it did to you, using only S3/4 Boyz. If you don't then you lose combat, test for LD, probably take Mob Rule hits. If you do then isn't the Tyrant fearless? Second round it issues another challenge, if you accept it kills your Warboss, Boyz run away and are swept. If you refuse it continues butchering Boyz until you run and are swept.


Challenges work different now. A lone model can challenge, but can be attacked if he kills who he challenged and the other models have not gone yet. So tyrant challanges, kills a mek. Warboss and nob can attack him.


Automatically Appended Next Post:
Wtf double post. Ugggg silly phone sorry

This message was edited 2 times. Last update was at 2014/07/03 05:22:57


- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The challenged opponent doesn't need to die. If the rest of the unit has no one else to hit, they are allowed to simply allocate their wounds to the challenger.

Exact quote:
Outside Forces

Whilst the challenge is ongoing, other models locked in the combat can only allocate Wounds to the models involved in the challenge after all other enemy models that are locked in that combat (if any) have been removed as casualties, even if the models fighting in a challenge are the closest models.


Challenges no longer reduce damage in any way, they just allow picking off specific models.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

mrfantastical wrote:
Saw a game today where a trukk exploded with 11 tankbustaz and a Nob inside. 10 tankbustaz died in the explosion, and the mob rule controlled Nob killed the last one.

This is not fun or fair to me.


I'm not sure if my math is right or not, but doesn't a Trukk load of Boyz (With Nob) getting shot by MEQ have about a 76% chance to completely disappear from the table?
   
Made in gb
Prophetic Blood Angel Librarian




Orks are a REALLY good gunline army now:
21pts for a t7 4w 'model' which shoots a st8 ap3 bs3 shot with one reroll to hit a game. (Kannon) (HS)
25pts for a bs2 tl rokkit shot on an av10 platform (buggys) (FA)
40pts for a bs3 2 shot st6 blast on an av10 platform with a 5++ (grot tank) (Elites)
All of which can be taken in units of 5.
With access to nice cheap troops for decent counter attacking units.
15 kannons with ammo runts, 15 buggies with tl rokkits and 12 grot tanks (with 3 kommanders) comes to 1245pts and gets you, 15 st8 ap3 bs3 shots with 15 rerolls, 15 st8 ap3 bs3 twinlinked shots and 30 st6 ap5 bs3 blasts. That is an awsome amount of firepower for its points.

At the same time however it takes away from the ork 'character'.

This message was edited 2 times. Last update was at 2014/07/03 17:13:55


 
   
Made in us
Loyal Necron Lychguard





Virginia

Poly Ranger wrote:
Orks are a REALLY good gunline army now:
21pts for a t7 4w 'model' which shoots a st8 ap3 bs3 shot with one reroll to hit a game. (Kannon) (HS)
25pts for a bs2 tl rokkit shot on an av10 platform (buggys) (FA)
40pts for a bs3 2 shot st6 blast on an av10 platform with a 5++ (grot tank) (Elites)
All of which can be taken in units of 5.
With access to nice cheap troops for decent counter attacking units.
15 kannons with ammo runts, 15 buggies with tl rokkits and 12 grot tanks (with 3 kommanders) comes to 1245pts and gets you, 15 st8 ap3 bs3 shots with 15 rerolls, 15 st8 ap3 bs3 twinlinked shots and 30 st6 ap5 bs3 blasts. That is an awsome amount of firepower for its points.

At the same time however it takes away from the ork 'character'.


You have a point. They have gotten more shooty, and at the same time gotten some more good stuff for charging. The sad thing is if I told my friend that Orks have become surprisingly good at shooting, he would reply with "That' not how I think Orks would play" and nothing in his army would change.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

krodarklorr wrote:

You have a point. They have gotten more shooty, and at the same time gotten some more good stuff for charging. The sad thing is if I told my friend that Orks have become surprisingly good at shooting, he would reply with "That' not how I think Orks would play" and nothing in his army would change.


I started with choppy Orks, but moved in to shooty lists shortly after, and I really prefer shooty orks. I don't see how one is a more Orky way to play than the other.
   
Made in us
Loyal Necron Lychguard





Virginia

 matphat wrote:
krodarklorr wrote:

You have a point. They have gotten more shooty, and at the same time gotten some more good stuff for charging. The sad thing is if I told my friend that Orks have become surprisingly good at shooting, he would reply with "That' not how I think Orks would play" and nothing in his army would change.


I started with choppy Orks, but moved in to shooty lists shortly after, and I really prefer shooty orks. I don't see how one is a more Orky way to play than the other.


Exactly. Orks like carnage, no matter what the form. But my friend has a strict mindset of how he "thinks" orks should play.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

 krodarklorr wrote:
 matphat wrote:
krodarklorr wrote:

You have a point. They have gotten more shooty, and at the same time gotten some more good stuff for charging. The sad thing is if I told my friend that Orks have become surprisingly good at shooting, he would reply with "That' not how I think Orks would play" and nothing in his army would change.


I started with choppy Orks, but moved in to shooty lists shortly after, and I really prefer shooty orks. I don't see how one is a more Orky way to play than the other.


Exactly. Orks like carnage, no matter what the form. But my friend has a strict mindset of how he "thinks" orks should play.


People be all like "I DON'T LIKE CHANGE!"
   
Made in si
Foxy Wildborne







They got stuck with this all-choppy-all-the-time image because they got stuck with BS2 for some reason during the switch from 2nd to 3rd edition and because of Andy Chambers' terrible 3rd edition codex. Previously, they played more like zany IG.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in us
Cosmic Joe





 krodarklorr wrote:
 matphat wrote:
krodarklorr wrote:

You have a point. They have gotten more shooty, and at the same time gotten some more good stuff for charging. The sad thing is if I told my friend that Orks have become surprisingly good at shooting, he would reply with "That' not how I think Orks would play" and nothing in his army would change.


I started with choppy Orks, but moved in to shooty lists shortly after, and I really prefer shooty orks. I don't see how one is a more Orky way to play than the other.


Exactly. Orks like carnage, no matter what the form. But my friend has a strict mindset of how he "thinks" orks should play.

That's not wrong. It's how he sees it. GW encourages this mindest.



Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. 
   
Made in us
Loyal Necron Lychguard





Virginia

 MWHistorian wrote:
 krodarklorr wrote:
 matphat wrote:
krodarklorr wrote:

You have a point. They have gotten more shooty, and at the same time gotten some more good stuff for charging. The sad thing is if I told my friend that Orks have become surprisingly good at shooting, he would reply with "That' not how I think Orks would play" and nothing in his army would change.


I started with choppy Orks, but moved in to shooty lists shortly after, and I really prefer shooty orks. I don't see how one is a more Orky way to play than the other.


Exactly. Orks like carnage, no matter what the form. But my friend has a strict mindset of how he "thinks" orks should play.

That's not wrong. It's how he sees it. GW encourages this mindest.



I mean, yes. But this guy literally argues against things in his codex, saying that is not how Orks play. Like, literally saying GW was incorrect with making this how it is, and so on. I agree that you should play how you want, but geez....

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

Poly Ranger wrote:
Orks are a REALLY good gunline army now:
21pts for a t7 4w 'model' which shoots a st8 ap3 bs3 shot with one reroll to hit a game. (Kannon) (HS)
25pts for a bs2 tl rokkit shot on an av10 platform (buggys) (FA)
40pts for a bs3 2 shot st6 blast on an av10 platform with a 5++ (grot tank) (Elites)
All of which can be taken in units of 5.
With access to nice cheap troops for decent counter attacking units.
15 kannons with ammo runts, 15 buggies with tl rokkits and 12 grot tanks (with 3 kommanders) comes to 1245pts and gets you, 15 st8 ap3 bs3 shots with 15 rerolls, 15 st8 ap3 bs3 twinlinked shots and 30 st6 ap5 bs3 blasts. That is an awsome amount of firepower for its points.

At the same time however it takes away from the ork 'character'.


^^^

This, except for Grot Tanks. D: I don't have the Forgeworld book, though I've always wanted to run those widdle tanks :I Maybe someday!

We have the means now to really pummel some damage. It sucks though that our options are the most expensive monetarily. Though, this will be why I'll buy third party for my Mek Gunz and Buggies if I decide to use Buggies. I can get them vastly cheaper, and they still look cool and Orky. almost 50 bucks for one gun is simply silly. But, it doesn't mean the unit isn't strong as Gork.

Hell, even our Koptas got cheaper so you can field more of them as well, depending on one's style. Since I own more Kopters and only 1 Buggy, I'll probably run those more often, despite the drop in BS compared to Buggies (Plus, my Kopter can Jink, and isn't open topped D

We got a lot of fun stuff to play with. I'm looking forward to many fun games in the near future.
   
Made in nl
Loyal Necron Lychguard



Netherlands

I agree with that feeling, there is a lot of potential for great lists - I've already thought of some great new ideas - but many of them require models that my buddy doesn't have.
-Orkish Artillery
-Immortal Stompa-army
-Ork Boyz-deathstar
-Ghazgkull's Terminators
-Buggy Speedfreakz
The downside is that he has to spend a couple of hundred on models since it's mostly Nobs and Bikers now.

PS. Take a look at page 10!
http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf
   
Made in us
Hurr! Ogryn Bone 'Ead!





On Nimbosa, cramming as many guardsmen into troop carriers as possible.

Melevolence wrote:
 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


I didn't know about all units being scoring, or unbound list. (I've been out of the hobby for a few months.)

But… What you're saying is, If someone agreed to play unbound, I could have an army of nothing but kommandos and stormboys?

Bludbaff wrote:
 xSPYXEx wrote:
How many Imperial Guardsmen does it take to get to the center of a tootsie pop?

FIX BAYONETS

[url=http://www.dakkadakka.com/dakkaforum/posts/list/0/469742.page]

[/url] . 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 psychadelicmime wrote:


I didn't know about all units being scoring, or unbound list. (I've been out of the hobby for a few months.)

But… What you're saying is, If someone agreed to play unbound, I could have an army of nothing but kommandos and stormboys?


Currently, in 7th edition, any unit can score points on an objective. But Troops have 'Objective Secured' which means they will over ride a unit that isn't a Troops choice sitting on an objective. So, if a Marine player had a Dreadnaught sitting on an Objective, and my Boyz run over, I deny him points and I can start scoring. Only Troops can contest against Troops, though any other units can contest against non Troop units. And this is without unbound if I'm not mistaken.

But yes, in an unbound game, you could field nothing but one type of unit until your points are filled if you really wanted too.

This message was edited 1 time. Last update was at 2014/07/03 19:46:14


 
   
Made in us
Ragin' Ork Dreadnought




Melevolence wrote:
 psychadelicmime wrote:


I didn't know about all units being scoring, or unbound list. (I've been out of the hobby for a few months.)

But… What you're saying is, If someone agreed to play unbound, I could have an army of nothing but kommandos and stormboys?


Currently, in 7th edition, any unit can score points on an objective. But Troops have 'Objective Secured' which means they will over ride a unit that isn't a Troops choice sitting on an objective. So, if a Marine player had a Dreadnaught sitting on an Objective, and my Boyz run over, I deny him points and I can start scoring. Only Troops can contest against Troops, though any other units can contest against non Troop units. And this is without unbound if I'm not mistaken.

But yes, in an unbound game, you could field nothing but one type of unit until your points are filled if you really wanted too.

Not quite right, but close. You can bring anything you want, but if your army is contained to a Force Organization Chart or Formation, you get various bonuses. Orks, for example, get re-rolls for their Warlord Trait and Hammer of Wrath on charge ranges of 10" or more if they stick to their FOC.
There is also a 'Universal' Force Organization Chart in the BRB with rules that everyone can use, which gibes Warlord Trait rerolls and Objective Secured on troops.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Bike armies more took a hit because now we are limited to 3 units of them rather than 6 MSU of them (less pklaws being the biggest issue here, other being bigger blobs to be saturated with bullets) more than anything else. Not being troop means little since if were using the 3HQ 9 Troop foc (and im finding i kinda have to for that 3rd HQ a LOT more than i'd like to admit) we dont get objective secured on our troops, but what troop choice is going to stand up to 10-15 warbikers anyway lol. Hell, very little can win that fight if the warbikers got the charge except something that you normally wouldnt even see on an objective because its a killing machine.

We can still field 45 Warbikers without getting double-FoC for 930pts (if you took nob pk and bp in 3 all 3 units), slap a warboss with a stikk//painboy on bike in one for an additional 215pts. Take out say 600pts for Boyz (either big blobs or with trukks, it'll be around there anyway) and youre in the ballpark for most ~1750pt games.
That is a LOT of bikes. 15 of which have FNP and WS5. And since theyre all 1Wound models, S10 means very little to them unlike our Nobz (which before had to depend on a 5++ that they dont have anymore). Feelin froggy, give the Warboss the Headwompa rather than a PK so yeah he wont paste any T5 models automatically but on a wound of 6 he pastes ANYTHING including Wraithknights, which will only kill a couple boyz at best before the warboss gets his chance to behead that damn thing.

Previously i believe it was the same number of bikes, but spread out between 6 units. This way if one failed a leadership, 5 more were still trekking on up the lanes. Also more powerklaws.

This message was edited 3 times. Last update was at 2014/07/03 21:16:54


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
Regular Dakkanaut




The only thing that really bothers my biscuit is what happened to trukks.

I think trukks needed a bit of help, and I think that the ramshackle table was too fun to remove.

If they needed to nerf them because giving the wrecking ball a buff was troublesome then I kinda wish they'd found another way to do it.


Oh, and Wazdakka. I loved Wazdakka and really wanted to make one as close to canon as possible.

Still...at least Wazdakka gets a mention in book.

This message was edited 3 times. Last update was at 2014/07/03 23:13:54


 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

Zomnivore wrote:
The only thing that really bothers my biscuit is what happened to trukks.

I think trukks needed a bit of help, and I think that the ramshackle table was too fun to remove.

If they needed to nerf them because giving the wrecking ball a buff was troublesome then I kinda wish they'd found another way to do it.


Oh, and Wazdakka. I loved Wazdakka and really wanted to make one as close to cannon as possible.

Still...at least Wazdakka gets a mention in book.


I am beginning to wonder if ol' Wazzy will make an appearance in a later supplement.
   
Made in us
Liche Priest Hierophant






I think everybody is either very, very confused about "Objective Secured" or else giving it a lot more consideration than it's due.

It's a single boon, that really only helps gigantic blobs of weak, cowardly troops, or very small units of very tough but very offensively weak models, neither of which would describe Orks.

Orks are about Offense, not Defense. They're about Attack over anything else, and I think that seems to be what this new edition's codex seems to be supporting- things like faster moving melee troops, more access to cheap fast transport, more shooting... All of our defensive options aren't so much "Nyah-nyah, can't hurt me!" and more about reducing a little incoming damage until we can get stuck in.


Who frikkin' cares about Objective Secured when you can wipe that 5-man strong Marine unit anyways? When we have enough anti-armour between Tankbustas and Wrekkin' Balls and Powerklaws that any walker not takin' the fight to us is destined to be rendered into a heap of scrap, and any other vehicle faces the same? They try to leave a weak or backfield unit hidden behind terrain on the other side of the board? We have Kommandos and Koptas and Bikes to take care of them.


And in exchange for not worrying about this stupid little 'Umie rule, you can flood the battlefield with Tankbustas, who ignore Beakie shells and ruin the day of Paladins. You can take an entire army of Bikers, led by Bikers, with Biker Nobs and Biker Meks and just Biker everything to death. You can castle up in a corner with 12 units of Lootas and shred the entire enemy army with massive amounts of Str 7 shooting. You can take that Buccaneer Flash Gitz army, where they're all riding in Battlewagons converted to look like pirate ships, or send the Deff Skwadron after your opponent.

And that's without using the Orky FoC. I believe (correct me if I'm wrong) that any FoC that isn't the 'classic' one (2HQ, 2-6 Troops, 3 everything else) denies you "OS", correct? But you get different benefits. Such as Hammer of Wrath and infinite Waaaghh!!s.

In other words:

*Cuff* "Stop gettin' stukk finkin' dis "ubjektiv sikured" fing iz so Zoggin' importent!"

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

That was my thing. An ork blob big enough to be a threat once it crosses the table WOULD have objective secured if you didnt use the ork foc, but it would only help in the very few situations where the objective is still being contested after an assault. its very safe to assume theres ~15 boyz, more if you started with 30, that got into assault about ~25" away from their starting point. Those ~15 boyz will wreck a 5man marine unit or 10man firewarrior unit a new a-hole, but i'd be surprised if they beat a big bug on their own. In the case of Objective Secured, the big bug wouldnt contest the boyz, but again how often does this happen anyway?

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
Slaanesh Chosen Marine Riding a Fiend



Maine

Anvildude wrote:
I think everybody is either very, very confused about "Objective Secured" or else giving it a lot more consideration than it's due.

It's a single boon, that really only helps gigantic blobs of weak, cowardly troops, or very small units of very tough but very offensively weak models, neither of which would describe Orks.

Orks are about Offense, not Defense. They're about Attack over anything else, and I think that seems to be what this new edition's codex seems to be supporting- things like faster moving melee troops, more access to cheap fast transport, more shooting... All of our defensive options aren't so much "Nyah-nyah, can't hurt me!" and more about reducing a little incoming damage until we can get stuck in.


Who frikkin' cares about Objective Secured when you can wipe that 5-man strong Marine unit anyways? When we have enough anti-armour between Tankbustas and Wrekkin' Balls and Powerklaws that any walker not takin' the fight to us is destined to be rendered into a heap of scrap, and any other vehicle faces the same? They try to leave a weak or backfield unit hidden behind terrain on the other side of the board? We have Kommandos and Koptas and Bikes to take care of them.


And in exchange for not worrying about this stupid little 'Umie rule, you can flood the battlefield with Tankbustas, who ignore Beakie shells and ruin the day of Paladins. You can take an entire army of Bikers, led by Bikers, with Biker Nobs and Biker Meks and just Biker everything to death. You can castle up in a corner with 12 units of Lootas and shred the entire enemy army with massive amounts of Str 7 shooting. You can take that Buccaneer Flash Gitz army, where they're all riding in Battlewagons converted to look like pirate ships, or send the Deff Skwadron after your opponent.

And that's without using the Orky FoC. I believe (correct me if I'm wrong) that any FoC that isn't the 'classic' one (2HQ, 2-6 Troops, 3 everything else) denies you "OS", correct? But you get different benefits. Such as Hammer of Wrath and infinite Waaaghh!!s.

In other words:

*Cuff* "Stop gettin' stukk finkin' dis "ubjektiv sikured" fing iz so Zoggin' importent!"


But it is important to consider it, especially with this edition pushing Objective games. I would much rather play with objectives than playing until one of us is tabled. That isn't fun for me. Actually being given a goal, and being able to add fluff to the game is what makes it fun. I know this isn't true for everyone. A game like this really kind of benefits from a story per battle. Why are the Tau fighting this chapter of Marines? What is so important on this planet? Resources? Hidden bases?

It's just that little extra. And when you're fighting OVER something (objectives), it feels more interesting than "Ok...kill that threat, then this threat, and now it's an easy game"

*Shrug* I think I'll end up playing missions far more often than just 'play till one of us is dead' mode.
   
Made in ca
Longtime Dakkanaut





Canada

Objectives are a big deal, and I really like that Orks can take 9 troop choices, 3-6 heavy hitters, boyz, ard boyz in trukks etc, and also take 3 tiny units of Grots for 35 points each.

Really, who is going to be able to spare the extra fire power to knock a 35 point unit with a tiny foot print out of cover while you've got a green tide, or wall of AV10 rokkit platforms bearing down on you?

 
   
Made in nl
Loyal Necron Lychguard



Netherlands

I think that the point is this: When there is a unit close enough to actually challenge the control of an objective, Orks are going to charge into it and have a second unit actually claim the objective.

'Objective Secured' is more a rule for a 5-strong unit of Terminators, defending their control over an objective while being swarmed by dozen of Boyz.

I also believed that they made this rule to give the existing Codices a bonus because Orks get benefits from their unique Detachments.
It's a "one rule fits all" until they actually get their own new codex/supplement with REAL bonuses that actually represent their Faction.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Another big thing to remember is its a bit harder to contest objectives as it is to begin with.

Its a 3" range to both hold and contest, rather than i believe it was 5" to contest but 3" to hold. Also it makes no indication you cannot hold an objective if you are locked in combat, so if you didnt manage to kill the units sitting on an objective but you DID manage to push them more than 3" away from the objective, you have the objective regardless of objective secured or not.

Which is pretty big. Final pile in after resolving the combat stays locked could easily get you a last second secure on that objective.

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
Liche Priest Hierophant






Basically, the Ork's version of "Objective Secured" is "There's no more enemies alive to claim that objective".

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
 
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