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Made in us
Regular Dakkanaut






I kind of want to take a wrench to the heads of people who're complaining about KFFs being nerfed. If anything, it was a lateral move - having 5+ cover on units within 6" is pointless in a meta where people can spam Ignores Cover in practically every army. Having that become a 5++ would have been more than a bit broken, especially when you consider Painboyz being a proper HQ choice, now (I was using IA8 Painbosses in the same capacity during 6th and am happy to be able to take more than one in sub-2000pt games). It seems like the people crying about KFF nerfs either haven't used them in a game yet or just don't play Orks.

As for Ghaz - having him as a standalone Warlord might not be as attractive now, but him being a requirement for the Council of Waaagh! justifies using him entirely. The two games I've taken that unit in have seen it perform DISGUSTINGLY good. Always-fearless, a KFF that will always cover the entire unit, plus the ability for multiple Megabosses that 1) give you two more Warlord traits and 2) get to have +2 WS and FnP (and not cybork FnP!) (for every model in the unit, too) without them taking any slots. This means you can give a FOC HQ the Finkin Kap and have an army with four Warlord Traits. It's an expensive unit, coming close to 1,000pts if you don't put them in a vehicle, so it's best suited for larger games. But even if you're playing a 1750-1850 game it's worth thinking about taking and then filling up the rest of the points with boyz mobs and cheap Mek Gun units. You can pull off a good number of tasty shenanigans with a Council.

Edit: possibly five Warlord Traits - every unit within 12" of the Council can reroll Morale and Pinning tests - is that a seperate Trait on any of the tables?

This message was edited 1 time. Last update was at 2014/08/25 23:14:10


 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

I feel confused..still.. over some of the changes in the new codex. Even after having some time to digest. Kanz increasing in points but decreasing in strength. I know they can take 6 in a squad.. but the strength to 7 drop really hurt. dont Understand the reasoning

I dont Understand Cybork AT ALL. I get we have painboys in whatever squad we want..but a 6+..really? and no synergy with painboy. A missed opportunity and now a useless upgrade.

Burna boyz are too expensive. Tank bustas got a buff via points drop. I feel burna boyz would be SO worth it at 10 points.. equal to tankbustas. they have the same weaknesses. they are similar units that hunt different things.

the gorna/morkanaut is a cool model. to expensive for my taste (points). Id rather scratch build it and have more fun.

FINE...if lootas move to heavy.. flash gitz should have moved to elite. HS is WAYY clogged with the buff to mek gunz.. which I am not complaining about!

I am most disappointed that choppas dont do anything AT ALL still. even if it was a 1pt upgrade like a shoota.. give me something!! a strong ap on the charge turn to much to ask??
   
Made in us
Regular Dakkanaut






I dont Understand Cybork AT ALL. I get we have painboys in whatever squad we want..but a 6+..really? and no synergy with painboy. A missed opportunity and now a useless upgrade.


Not everything about the book is perfect, even though I've been championing it - it's just not garbage like a lot of people are saying. This is one of the things I don't get, either, The only reason I can think of is the designers might have thought getting rid of it altogether would have been worse? 6+ FnP is still seen elsewhere in the game (Iron Hands) whereas 5++ is pretty rare. It's not a GOOD line of reasoning but it's basically all I got~

Burna boyz are too expensive. Tank bustas got a buff via points drop. I feel burna boyz would be SO worth it at 10 points.. equal to tankbustas. they have the same weaknesses. they are similar units that hunt different things.


Internal balance, which is being reflected in the overall balance found in the new 7th codexes. Stuff people considered as an auto-take in the last book is being affected and mid to low level units got buffs. Flash Gitz have so little in common with their previous incarnation (Nob statline). Wierdboyz aren't a joke any more, etc.

the gorna/morkanaut is a cool model. to expensive for my taste (points).


Don't consider it useful for low-level points games, it's for 1750 and up. Think about what you're getting - what's essentially 2 extra KFF Meks due to the size of the bubble and a very mobile/durable heavy weapons unit. The Mork, I mean, I would never even consider taking a Gork Also think of it in terms of how GW is attempting to push the meta of the game starting with the new Apoc and now Unbound it's intended for people to play huge games with ridiculous lists and tons of formations. A 'Naut formation fits right into that.

FINE...if lootas move to heavy.. flash gitz should have moved to elite. HS is WAYY clogged with the buff to mek gunz.. which I am not complaining about!


I agree with this, it seems like an odd choice. But then again every army has a crowded slot. It's not nearly as bad now that you can take Battlewagons as DTs and having more than one detachment (which you need to do with orks anyway for those HQ slots).

I am most disappointed that choppas dont do anything AT ALL still. even if it was a 1pt upgrade like a shoota.. give me something!! a strong ap on the charge turn to much to ask??


Power Klaws, man, give everything a PK. Then again, I put them on Big Meks and have Nobs take challenges with big choppas. It's only 15pts more in a boy mob and is more durable than a Little Mek. OR take the Ork FOC and get Hammer of Wrath. It might seem like that's tough to pull off but I've been getting it two or three times a game and have wrecked a couple vehicles just with that alone.

   
Made in us
Regular Dakkanaut



New York, USA

I feel strangely disappointed about the new dex. There was so much they could have done, but didn't; however we did get some desperately needed updates.

The 'nauts seem like a really cool idea, but I don't think they thought them out. It's an ork transport pretty much designed to get into close combat, but it's not an assault vehicle. If someone manages to charge the monstrosity before it has a chance to disgorge it's payload, do the boyz get stuck in there? Does the 'naut have to break away from combat so they orks can disembark only to be charged next turn because they can't exit and charge the same turn. If orks disembark, can the 'naut still charge; or would it follow the rules for tank shock and not be able to? Why doesn't it have a single firing point btw?

When I first read the new rules for the shokk attack gun, I was a bit disappointed. There's a smaller chance of screwing yourself on a 'Boom' (roll a 2), but they when you get "Kaboom' (roll a 12) it doesn't remove the models from play. At first I thought that they were taking away that mechanic and accepted Vortex as a nice substitute, but in the SW Codex, there's three way's go get it. Helfrost cannons, Helfrost destructors, and Jaws of the Long Wolf
  • Jaws of the Long Wolf is a focused witchfire. If you're hit, pass an initiative test or that unit is removed from play.

  • Helfrost is a special ability where if a model suffers an unsaved wound it must pass a strength test or be removed from play. This test must be made for each wound.

  • I also think they should have given an extra bonus if you manage to actually hit something with 'Bzzap!' (an 11). If you manage to hit something with just the center of a blast marker, you deserve an extra bonus.

    It also feels like ork's access to ++ saves dropped while other armies are going up.

    We still lack low AP weapons that don't work off 2D6 for strength.

    Ghazghkull doesn't seem to be a "warboss" and thus able to fill the warboss slot in formations (although it doesn't seem like Logan Grimnar isn't a Wolf Lord either).

    Someone mentioned being able to take multiple warlord traits without Da Finkin' Kap. How does that work? Don't you only get one warlord trait per detachment, but one per army?

    This message was edited 1 time. Last update was at 2014/08/26 08:43:09


     
       
    Made in de
    Ork Admiral Kroozin Da Kosmos on Da Hulk






     Multimoog wrote:
    This means you can give a FOC HQ the Finkin Kap and have an army with four Warlord Traits.


    I hate to be the one breaking the news to you, but you cannot buy the Finkin Kap for anyone but your walord. Three Warlord traits already is still pretty awesome, though the W!G table is pretty bad, you'll usually get at least one of the gems.

    We still lack low AP weapons that don't work off 2D6 for strength.

    That's absolutely not true anymore. Smasha guns, KMK, Blitza Bommers and Snazzguns are all good options for killing 2+ armor (ignoring less attractive things like tellporta blasta and KMB/KM slugga), rokkits are literally everywhere now that they've become the same price as big shootas.

    Someone mentioned being able to take multiple warlord traits without Da Finkin' Kap. How does that work? Don't you only get one warlord trait per detachment, but one per army?

    When you field Thrakka as part of the Council of Waaagh! formation, he has two additional warlord traits rolled from the W!G table.

    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
    Regular Dakkanaut






    I hate to be the one breaking the news to you, but you cannot buy the Finkin Kap for anyone but your walord. Three Warlord traits already is still pretty awesome, though the W!G table is pretty bad, you'll usually get at least one of the gems.


    E: You're right, there's a footnote saying as such. Well, hrmph.

    This message was edited 1 time. Last update was at 2014/08/26 14:16:48


     
       
    Made in gb
    Decrepit Dakkanaut




    Have you checked the end of the section for the notes? These often lift restrictions e.g. no bike for MA character, that sort of thing.
       
    Made in us
    Regular Dakkanaut






    I suppose there is one way around it: if you didn't have Ghaz in the Council be your Warlord, you could still give the Kap to a Big Mek or Warboss as your Warlord in your primary detachment. You'd still get the two Warlord traits from the Warbosses in the Council, you just wouldn't be able to let Ghaz use his, which depends on how badly you want the Megabosses to be able to run during the Waaagh.
       
    Made in de
    Ork Admiral Kroozin Da Kosmos on Da Hulk






    Only the warlord gets warlord traits. If you don't make Thrakka your warlord, he can't use any of his traits (see section "Warlord Traits and Unique Units").

    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 ca
    Dakka Veteran




    Victoria, BC, Canada

    No complaints, I like it

    40k Orks 12000 points and growing
    Ultramarines 2500
    Salamanders 3500
    Necrons 4000
    Skitarii/cult mech 2500
    Vampire Counts 3000 Points


     
       
    Made in us
    Regular Dakkanaut



    New York, USA

    Anyone else notice that if you take a 'Great Waaagh! Detachment' you can potentially be able to deep strike a stompa or other LoW?

    This message was edited 1 time. Last update was at 2014/08/26 18:55:04


     
       
    Made in us
    Longtime Dakkanaut





    oomie- Yes but the chances are low for that LoW

    I like the great waagh detachment, although its better for shooty orks or shooty/choppy than just choppy orks.

    Usually deepstriking benefits shooty more than assault for orks, as sitting around with your choppas out screaming WAAAGH also says "SHOOT ME AS MUCH AS POSSIBLE" to most nearby models. or in some cases they simply move away.

    This message was edited 1 time. Last update was at 2014/08/26 19:51:12


     
       
    Made in us
    Slashing Veteran Sword Bretheren






    Nerfed?

    Looted Wagon, It got hit with a nerf bat so hard they knocked it out of the codex. And on the way out of the codex it's weapon lost 12" of range and went from str8 to str7.

    That's pretty much the worst nerf in the book, especially for a model that wasn't very good in the first place!! I mean this rule was great and it encouraged Ork players to buy models from other armies and get creative.

    DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

    "War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
    -Invictus Potens, Black Templar Dreadnought 
       
    Made in us
    Longtime Dakkanaut





    I agree with the looted wagon nerfing.

    The irony was they removed it because it has no official model, however they already sell a kit for it by being able to buy pretty much any other kit and throw scrap on it and ork guns.
       
    Made in us
    Regular Dakkanaut



    New York, USA

    I would never count on DS on a Stompa, but that it can happen makes me laugh.
       
    Made in us
    Battlefortress Driver with Krusha Wheel






    Mob rule makes fast attack armies cry, even with eavy armor everywhere.

    warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

    8k points
    3k points
    3k points
    Admech 2.5k points
     
       
    Made in us
    Loyal Necron Lychguard





    Virginia

    OomieCrusha wrote:

    The 'nauts seem like a really cool idea, but I don't think they thought them out. It's an ork transport pretty much designed to get into close combat, but it's not an assault vehicle. If someone manages to charge the monstrosity before it has a chance to disgorge it's payload, do the boyz get stuck in there? Does the 'naut have to break away from combat so they orks can disembark only to be charged next turn because they can't exit and charge the same turn. If orks disembark, can the 'naut still charge; or would it follow the rules for tank shock and not be able to? Why doesn't it have a single firing point btw?


    It's not meant for guys to assault out of it. It was build with the idea of Meks and Big Meks inside to fix it. Hell, it has, what, a 6-man transport capacity? Nothing Ork can be in that small of numbers and charge something effectively. The vehicle itself is meant to kill stuff in melee, sure. But the Meks are there to fix it.

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



    Maine

     krodarklorr wrote:
    OomieCrusha wrote:

    The 'nauts seem like a really cool idea, but I don't think they thought them out. It's an ork transport pretty much designed to get into close combat, but it's not an assault vehicle. If someone manages to charge the monstrosity before it has a chance to disgorge it's payload, do the boyz get stuck in there? Does the 'naut have to break away from combat so they orks can disembark only to be charged next turn because they can't exit and charge the same turn. If orks disembark, can the 'naut still charge; or would it follow the rules for tank shock and not be able to? Why doesn't it have a single firing point btw?


    It's not meant for guys to assault out of it. It was build with the idea of Meks and Big Meks inside to fix it. Hell, it has, what, a 6-man transport capacity? Nothing Ork can be in that small of numbers and charge something effectively. The vehicle itself is meant to kill stuff in melee, sure. But the Meks are there to fix it.


    Quoted for truth.

    I bring a Morkanaught often in my games now, because it is A.) Super fun to field B.) Looks pretty damn good on the table and C.) Serves a dual purpose of distraction and KFF/Dakka platform.

    The capacity it has is for a mini Mek workshop. You bring a a min squad of Burnas, upgrade three into Meks, and toss a 15 HQ-slotless Mek in there as well. That gives you 4 chances to repair it. It has 5HP, and can take a lot of firepower to bring it down. It can fire off 4 S8 attacks per turn, as well as pepper with some Big Shootas for infantry clearing attempts. But it's Klaw is where it's at, just like all of our walkers. You rush that bad boy in and hack the snot out of everything. If they managed any wounds, your Meks fix it, or you can get IWND if you really want too for a fifth chance at repairing. If you brought ALL burnas and no Meks, then you can use them as an anti hoard mini squad for later. Just position the Naught, vomit the Burners out and let them burn stuff up, while keeping under KFF cover.

    Edit: The only unit I would consider putting in it, if it happened to be an assault vehicle, would be for Manz. And even then, it would be too much of an investment to justify bringing unless you were playing large point games...but even then, you'd never make points back.

    So yeah, just Mek Workshop them as 'mini stompas', and they do pretty darn well.

    This message was edited 1 time. Last update was at 2014/08/27 20:04:40


     
       
    Made in de
    Ork Admiral Kroozin Da Kosmos on Da Hulk






     krodarklorr wrote:
    OomieCrusha wrote:

    The 'nauts seem like a really cool idea, but I don't think they thought them out. It's an ork transport pretty much designed to get into close combat, but it's not an assault vehicle. If someone manages to charge the monstrosity before it has a chance to disgorge it's payload, do the boyz get stuck in there? Does the 'naut have to break away from combat so they orks can disembark only to be charged next turn because they can't exit and charge the same turn. If orks disembark, can the 'naut still charge; or would it follow the rules for tank shock and not be able to? Why doesn't it have a single firing point btw?


    It's not meant for guys to assault out of it. It was build with the idea of Meks and Big Meks inside to fix it. Hell, it has, what, a 6-man transport capacity? Nothing Ork can be in that small of numbers and charge something effectively. The vehicle itself is meant to kill stuff in melee, sure. But the Meks are there to fix it.


    Considering that the battlereport in WD described nobz charging out of them, it is highly likely that design either fudged it up by forgetting to make it an assault vehicle OR by removing open topped to make it more durable. The price tag akin to a landraider would be justified in that case. The other option might be that assaulting MANz or nobz out of them turned out to be too powerful, and they removed it for that reason (unlikely, but not impossible).

    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. 
       
     
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