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![[Post New]](/s/i/i.gif) 2014/08/28 20:02:17
Subject: 7th Edition, Orks, and How do I Play Now?
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Hey folks! I've been gone from Warhammer for several years, and am quietly creeping back into the hobby. I dropped this on my blog, but since I've been gone for years, I don't expect much in the way of feedback, help, answers.  So...back to the old DakkaDakka for insight!
The very first thing I did upon deciding to jump back into the hobby was to purchase the new Ork Codex. Bear in mind that I'm still hazy on post-5th Edition rules, so correct me where I'm wrong, I haven't actually played a game in 7th yet, I don't have the rulebook yet (planned weekend acquisition), so this is mostly "Here's what I see in the new Ork Codex, tell me what I'm seeing incorrectly or where it's made up elsewhere."
I play Orks because I like to get close and smashy. The new codex strikes me as....less "in your face" than what makes Orks...Orks!
Ghazghkull Thraka:
*sob* My beautiful, wonderful Ghazzypoo. At 225 points, people were forever chuckling at me for taking Ghazghkull. For me, his singular point was to help a tidal wave of Orks get up close and personal with enemies, in no small part from his Waaaugh! special auto-6" run. Now, he's not even an HQ anymore. HE IS NOT A TITAN. Seriously?!? GW removes our IC Warboss and relegates him into a Lords of War role?!? Holy batballs. I won't even get into the nerfs to his gear, the dismal Cybork nerf, or the static point cost - but my Ork army is themed around Ghazghkull, and even NAMED "Ghazghkull's Harem." Apparently many tournaments don't allow LoW unit selections to prevent influx of super heavies - which is fine - but Ghazghkull is not a super heavy tank.
This, more than anything else, hurts my Orky soul.
Nobz and FoC:
I always valued Nobz because with a Warboss, you could select them as a troop choice, nab a Battlewagon dedicated transport, and have a troop choice deathstar. And now? FoC requires 1 HQ and 3 troops instead of 1 HQ and 2 Troops...and no Nob Troops. Am I missing something? No Ghazghkull HQ, and no Nob troops?
Lootas:
Why...oh why....are these heavy support? I can't imagine Heavy Support slots going to something other than Battlewagons, because Battlewagons support gettin' in for da krumpin' faster. Boo hiss.
Battlewagons:
Nerfed Deff Rollas - they're basically expensive reinforced rams. No one risks a Death or Glory when you can just get out of the way. Boo hiss.
Nerfed Boarding Planks - my all-time favorite Battlewagon wargear. Ram your Battlewagon into something, and if the DeffRolla (or the ram if no Deffrolla) doesn't do something, a Nob with a Powerklaw runs across the boarding plank and cuts the enemy vehicle open. No more boarding plank assaults. I see this still being an important piece of wargear, for having lost Ghazzy's 6" army wide run.
Goodbye KFF, Hello....KFF?
There was justice in being able to bubble a 4+ cover save across a rickety collection of vehicles with a penchant to explode at the slightest scratch. Now it's 5+, and only applies to the vehicle you're in. First thought: KFF Mek on a bike, hiding behind a battlewagon? It got worse, and didn't get cheaper.
Burna Boyz:
I remember some hilarious games where I would drive my burna Battlewagon up to an enemy, stick a flamer template out of the side, count the number of models being hit, and multiply by 15. With the shooting rules changing to only allowing you to hit/kill the models you can reach, this is less effective, but the real disaster is that their Skorchas don't count as power weapons anymore.
Orks were never particularly good at reliable anti-tank. DeffRollas, Boarding Planks, and Ghazghkull's Powerklaw were the trusty answers (except when you're assaulting a Vulkan Land Raider, but no one does that, right?
I see less anti-tank than before, no real answer to fliers for a themed assault army, and losing my favorite Prophet of the Waaaugh! to a LoW spot that is disallowed at most tournaments I read about is the kick to the balls while you're down.
Dash is sad. Is there any redemption for my assaulty Orks?
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This message was edited 1 time. Last update was at 2014/08/28 20:02:50
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![[Post New]](/s/i/i.gif) 2014/08/28 20:42:19
Subject: 7th Edition, Orks, and How do I Play Now?
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Tunneling Trygon
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Welcome back!
Mad dok grotsnik is sort of the new Ghaz. You should look at him. There's also a guy in the Stormclaw boxset that is pretty good also (comes with the reroll morale warlord trait so it helps mob rule issues)
Have you had a chance to read about the Ghaz supplement formations? Basically every codex released this year gets better via an extra 20-50 dollar supplement that adds in a formation that makes the army viable. The Ghaz supllement has several good ones.
If you are a fan of battlewagons they have a formation that has 5 scouting battlewagons. That opens up your heavy slots for other stuff and helps gets your units in good positions (either better cover, turn 2 assault poistioning or in a place where if the wagon gets blasted they can still assault 2nd turn).
Anti-tank wise you should look at tank bustas. They are amazing in the new book. Rokkits are also cheaper now across the board so taking lots is pretty standard.
Otherwise, I believe playing Orks is 40k on hard mode. I don't play them but a friend is a long time battlewagon ork player and he is struggling.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2014/08/28 20:45:27
Subject: 7th Edition, Orks, and How do I Play Now?
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Shrieking Traitor Sentinel Pilot
New Bedford, MA
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Your answer to AV14 and flyers are in the mek guns dept. You can also fit a lot more missiles into the FOC and spam them.
I feel though, I was really looking forward to the green tide returning. (Dat zoggin' morale test!) I was thinking of running multiple FOC (or just losing OS with the 9 troop list) and running a dozen plus boyz/trukk missiles. It doesn't work very well apparently though due to ramshackle and dat ZOGGIN MORALE TEST!
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I notice my posts seem to bring threads to a screeching halt. Considering the content of most threads on dakka, you're welcome. |
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![[Post New]](/s/i/i.gif) 2014/08/28 20:52:03
Subject: 7th Edition, Orks, and How do I Play Now?
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Ladies Love the Vibro-Cannon Operator
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Welcome back!
Good to have you on board again.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/08/28 20:52:47
Subject: 7th Edition, Orks, and How do I Play Now?
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Missionary On A Mission
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Good to see you back! Orks have few options now. With "ere we go" and the new Waagh has given better options for getting into CC. Warbikes are cheap and can be bigger. And they have great formations.
Getting use to 7th coming from 5th will be harder than getting comfortable with the new Orks.
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![[Post New]](/s/i/i.gif) 2014/08/28 21:50:30
Subject: 7th Edition, Orks, and How do I Play Now?
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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winterman wrote:
Have you had a chance to read about the Ghaz supplement formations? Basically every codex released this year gets better via an extra 20-50 dollar supplement that adds in a formation that makes the army viable. The Ghaz supllement has several good ones.
I actually just had someone tell me about the Ghazghkull Supplement, the Blitz Brigade (5 Battlewagons) and I'm stoked. It didn't occur to me that armies would come from somewhere beyond the codex.
I'm going to have to start tinkering around with my Orks then! No Ghazghkull makes me sad,but 5 battlewagons full of boyz makes me salivate, and it leaves the heavy support slots open.
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![[Post New]](/s/i/i.gif) 2014/08/28 22:13:07
Subject: 7th Edition, Orks, and How do I Play Now?
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Sagitarius with a Big F'in Gun
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Dashofpepper wrote: winterman wrote:
Have you had a chance to read about the Ghaz supplement formations? Basically every codex released this year gets better via an extra 20-50 dollar supplement that adds in a formation that makes the army viable. The Ghaz supllement has several good ones.
I actually just had someone tell me about the Ghazghkull Supplement, the Blitz Brigade (5 Battlewagons).
Probably some incredibly handsome fellow.
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2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower |
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![[Post New]](/s/i/i.gif) 2014/08/28 22:27:43
Subject: 7th Edition, Orks, and How do I Play Now?
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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If you're green, have big, gnashy fangs, and lots of Dakka.....then YES!
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![[Post New]](/s/i/i.gif) 2014/08/29 11:38:12
Subject: 7th Edition, Orks, and How do I Play Now?
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Devious Space Marine dedicated to Tzeentch
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Dashofpepper wrote: winterman wrote:
Have you had a chance to read about the Ghaz supplement formations? Basically every codex released this year gets better via an extra 20-50 dollar supplement that adds in a formation that makes the army viable. The Ghaz supllement has several good ones.
I actually just had someone tell me about the Ghazghkull Supplement, the Blitz Brigade (5 Battlewagons) and I'm stoked. It didn't occur to me that armies would come from somewhere beyond the codex.
I'm going to have to start tinkering around with my Orks then! No Ghazghkull makes me sad,but 5 battlewagons full of boyz makes me salivate, and it leaves the heavy support slots open.
Are you going to play in a tournament that you don't want to take Ghazghkull anymore? If you're just playing with friends, I don't see why you couldn't use a LoW... There is a huge difference between a LoW and a Super Heavy.
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12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) |
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![[Post New]](/s/i/i.gif) 2014/08/29 12:00:20
Subject: Re:7th Edition, Orks, and How do I Play Now?
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!!Goffik Rocker!!
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Yep, Ghaz's not worth it since 6 ed. He's still not worth it.
Nobz squads are pretty useless as always. Still overpriced for what they do. In 6-th they were awesome on bikes. But now you're better off with regular bikers for that role since no more 5++. Biker nobz can still kick faces but regular bikes do it for cheaper.
Lootas...yep. They don't compete in HS, really. The good part is that you don't need them now since you have cheap rokkits everywhere.
Battlewagonz got more expensive. But that's well deserved with 7-th ed changes to vehicle damage table. To be honest, there was no need for deffrollas in 6-th ed. They were generally a waste of points due to ammount of fast vehicles and pre-measurement.
However, you're wrong bout the boarding plank. It's actually great now. 2' charge distance is nothing to sneeze at. For just 10 pts you're insuring your charge.
KFF is for footsloggin'. Works fine with a walker wall. Or with a greentide formation...oh - you should definitely take a look at WAAAAGH Ghazskul formations.
Burna boyz are screwed with a core rulebook change to 'can't kill what's out of range with flamers'.
You've covered most stuff correctly but you've focused on the 'negatives'. New mob rule and ability to take bosspoles helps out your MAN'z missile. New tankbustas are something. Rokkit buggies for...25 pts a piece?! In squadrons of 5? Yes pls! New Big Gunz!!11 Etc.
Orkses are decent - don't get desperate before you actually play them.
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![[Post New]](/s/i/i.gif) 2014/08/29 12:26:11
Subject: 7th Edition, Orks, and How do I Play Now?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Try reading this first: http://www.dakkadakka.com/dakkaforum/posts/list/601805.page
It's pretty much a run-down on what changed between codices, plus I try to keep it updated with all the formations flying around, so people can decide whether buying yet another ebook is actually worth the trouble.
Considering that I pretty much run the 7th edition version of your 5th edition army, I think I can at least give you some pointers.
Dashofpepper wrote:
Ghazghkull Thraka:
*sob* My beautiful, wonderful Ghazzypoo. At 225 points, people were forever chuckling at me for taking Ghazghkull. For me, his singular point was to help a tidal wave of Orks get up close and personal with enemies, in no small part from his Waaaugh! special auto-6" run. Now, he's not even an HQ anymore. HE IS NOT A TITAN. Seriously?!? GW removes our IC Warboss and relegates him into a Lords of War role?!? Holy batballs. I won't even get into the nerfs to his gear, the dismal Cybork nerf, or the static point cost - but my Ork army is themed around Ghazghkull, and even NAMED "Ghazghkull's Harem." Apparently many tournaments don't allow LoW unit selections to prevent influx of super heavies - which is fine - but Ghazghkull is not a super heavy tank.
This, more than anything else, hurts my Orky soul.
I pretty much agree with your analysis here, in the new codex Thrakka is an overcosted piece of junk. No force multiplier, a mediocre warlord trait and you have to call the Waaagh! before even moving. Sad times.
Luckily, the relic "Da Lucky Stikk" is ridiculously awesome on a regular warboss with MA. During each turn. you can reroll all saves, hits and wounds until you have failed two of those rerolls, usually resulting in him taking no damage from anything with less than AP2 (which is no longer available from regular power weapons), and usually turns his 5 attacks into 5 successful wounds, something even Ghazzy wasn't guaranteed to do. To top it all off, his unit gets +1WS, something pretty awesome when mutliplied with the number of attacks of a boyz mob. So I basically use my Thrakka model as MA Warboss with Da Lucky Stikk - after all, in fluff stick is Thrakka's boss pole.
Nobz and FoC:
I always valued Nobz because with a Warboss, you could select them as a troop choice, nab a Battlewagon dedicated transport, and have a troop choice deathstar. And now? FoC requires 1 HQ and 3 troops instead of 1 HQ and 2 Troops...and no Nob Troops. Am I missing something? No Ghazghkull HQ, and no Nob troops?
You don't have to use the FOC from the codex, you can also use the " Combined Arms Detachment" from the basic rulebook, which basically is the old FOC and makes your troops super-scoring (can't be denied except by other troops with the same rule). For a battlewagon list I usually pick two CAD to get access to more battlewagons and more painboyz (see below). Personally I see little reason for picking the ork detachment, unless you want exactly three troops and a third HQ.
Nobz have become a pretty weak choice. You'll probably be better off using MANz instead of regular nobz. Also note that all units are scoring now, so moving nobz to troops would to little by itself.
The other option is getting the blitz brigade from Waaagh! Ghazghkull and use a CAD or ork detachment to fill them with passengers.
Lootas:
Why...oh why....are these heavy support? I can't imagine Heavy Support slots going to something other than Battlewagons, because Battlewagons support gettin' in for da krumpin' faster. Boo hiss.
As above, when you are doubling up on detachment or picking up the blitz brigade, you've got additional slots for them. They aren't anywhere near as mandatory as before though. While they haven't changed a lot, both tank bustaz and mek gunz (formerly known as big gunz) have become vastly better, so I rarely ever field them anymore.
Battlewagons:
Nerfed Deff Rollas - they're basically expensive reinforced rams. No one risks a Death or Glory when you can just get out of the way. Boo hiss.
Nerfed Boarding Planks - my all-time favorite Battlewagon wargear. Ram your Battlewagon into something, and if the DeffRolla (or the ram if no Deffrolla) doesn't do something, a Nob with a Powerklaw runs across the boarding plank and cuts the enemy vehicle open. No more boarding plank assaults. I see this still being an important piece of wargear, for having lost Ghazzy's 6" army wide run.
Actually, I feel that boarding planks have been buffed. Since wagons explode at S4 now and the KFF no longer protects your boyz from that explosion, sitting in your wagon longer than necessary has become quite dangerous. Getting +2" on your charge is huge, a battlewagon equipped with it can move 6", disembark its passengers 6", which can then charge 2+ 2d6", rerolling one dice. Add the Waaagh! and you can pretty much reach the entire board turn 2. You can even attempt first turn charges that way if somebody deploys right on the edge of their deployment zone. It's not a mandatory upgrade, but definitely a good one.
Goodbye KFF, Hello....KFF?
There was justice in being able to bubble a 4+ cover save across a rickety collection of vehicles with a penchant to explode at the slightest scratch. Now it's 5+, and only applies to the vehicle you're in. First thought: KFF Mek on a bike, hiding behind a battlewagon? It got worse, and didn't get cheaper.
It already dropped to 5+ in 6th, and everyone and their dog gets to ignore cover now, so making it a invul save was a good buff. The bike solution doesn't really work well, due to the nature of the battlewagon model, it's hard to completely hide it from view, and even if you do, people will try to kill it using blast markers aimed at the battlewagons or fast units to flank you and kill it. I simply don't field it anymore, and use the slot and points for painboyz instead.
Actually, I have found that you don't really need it anymore. Battlewagons have become a lot more robust with the editions though, so you don't really need it anymore. Glances don't get to roll on the damage table anymore, pens only explode an open topped vehicle on a 6, and immobilize on a 5, no more wrecked result. I rarely lose any battlewagons to explosions at all, they usually become wrecked by someone moving into their rear and putting a lot of shots there, one or two constantly stick around for the whole game. Battlewagons also have become pretty well protected from guys with meltabombs charging them, as the whole unit inside is allowed to fire overwatch at people charging their transport. When 20 shoota boyz fire overwatch at a couple of veterans, not many are going to reach the wagon, if any.
Instead of KFFs I now use pain boyz in as many mobs as possible. FNP stacks with cover and (in rare cases) with 6+ armor, and unlike the KFF the doc helps you in combat or when a battlewagon happens to explode. Not to mention that a doc is 25 points cheaper than a bare-bone KFF mek and brings a poisoned close combat weapon along.
Burna Boyz:
I remember some hilarious games where I would drive my burna Battlewagon up to an enemy, stick a flamer template out of the side, count the number of models being hit, and multiply by 15. With the shooting rules changing to only allowing you to hit/kill the models you can reach, this is less effective, but the real disaster is that their Skorchas don't count as power weapons anymore.
GW nerfed this strategy to the ground. You can no longer move more than 6" and use templates from a vehicles and you cannot harm anything outside the reach of your template. So if you multiply four guardsmen hit with 15, you'd still get 60 hits, but you cannot kill anyone but those four guardsmen if they are beyond the reach of the template. Burnaz also went up in price, so I don't recommend using them anymore. Their meks can now have the new killsaws, but sticking a 20 point close combat weapon on a boy is somewhat a waste of points in my oppinion. YMMV.
Also, burna boyz use burnas, not skorchas and those still count as power weapons when not shot. Power weapons no longer ignore 2+ armor though.
Orks were never particularly good at reliable anti-tank. DeffRollas, Boarding Planks, and Ghazghkull's Powerklaw were the trusty answers (except when you're assaulting a Vulkan Land Raider, but no one does that, right?
Tank bustaz got the tankhunter special rule (reroll pen rolls), a melta bomb for each of the orks and can now shoot whatever they feel like. Mek gunz got the smasha and the kustom mega-kannon which both can reliably put down vehicles. Rokkits are now the same price as big shootas everywhere, so buggies, koptaz and trukks can bring them at no extra cost. Big meks and mega armoured nobz have gotten access to killsaws, which are basically chainfists ( 2d6 armor pen), even that landraider would be in trouble when a single MAN can punch it with five times S9 AP2 armorbane. I have yet to actually hit a vehicle with a blitza bommer (not because I miss, my opponents don't bring any), so I'll reserve judgement on that one, but in theory it should work as well.
Ork anti-tank has gotten pretty good actually.
I see less anti-tank than before, no real answer to fliers for a themed assault army, and losing my favorite Prophet of the Waaaugh! to a LoW spot that is disallowed at most tournaments I read about is the kick to the balls while you're down.
Dash is sad. Is there any redemption for my assaulty Orks?
Both lootaz and tank bustaz still work pretty well against fliers. When you're already shooting a high number of shots, hitting just half of what you normally do is usually still enough to take 3HP of whatever flier is bugging you. Due to the nature of fliers, ignoring them might sometimes also be an option. If you really want to get rid of fliers, bring some tractor cannons for 30 point a pop. For 150 points you are pretty much guaranteed to make sure anything in the air becomes one with the ground.
Here is a battle report of me playing a wagon army, though the list is somewhat limited due to only playing at 1500 points:
http://www.dakkadakka.com/dakkaforum/posts/list/610375.page
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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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![[Post New]](/s/i/i.gif) 2014/08/29 13:46:30
Subject: 7th Edition, Orks, and How do I Play Now?
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Big Mek in Kustom Dragster with Soopa-Gun
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If you really want to use ghaz (i feel your pain, i used to use him often but i will never touch him in the new dex) in tournaments contact the TO's before the matches begin and ask them if you can bring Ghaz even though hes a LoW, since he is CLEARLY not a superheavy or even close to it.
Space Wolves got the same thing where their big name guy became a LoW, which in all honesty it should be that way, but unlike ghaz their big boss guy is actually worth using. Still say ghaz should be a damn MC, keep his invul, and have a stock normal FNP.
Onto the army...
Orks went under a ton of changes, Jidmah's link in his post is a good read on it. I can probably guarantee you the way you ran your orks before doesnt happen now. Mine sure dont, as i tend to max out my FA slot now and utilize a lot of mek gunz. Warbikers are insane atm especially with a painboy slapped on.
Orks can be assaulty or shooty equally effective now, i dont think theres any real edge one has over the other. The problem is the usual ork issue - totally different LISTS to do these tactics, not different loadouts on same units lol. Performing both can be pricy. I go assaulty, my mek gunz being the only real dakka i got, and i perform well.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/08/29 16:45:08
Subject: 7th Edition, Orks, and How do I Play Now?
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Gargantuan Gargant
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One thing that makes Ghaz a little more useful is the Council of WAAAGH! formation in the WAAAGH! Ghazghkull supplement. It gives him effectively +2WS for a tasty WS8 and if he's the Warlord he gains an additional 2 warlord traits on the supplement table, everyone else in the unit (2 Warbosses, a Big Mek, Mad Dok Grotsnik and a unit of Nobz with a WAAAGH! Banner) also gets about +2-3 WS as well so the minimum WS in the unit is at least WS6! Throw in the unit having fearless, FNP and letting all orks within 12" re-rolling all failed Morale and Pinning tests and it's a nasty deathstar with force multiplier qualities. The only problem is that is costs a butt-ton so it's relegated to high point games.
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This message was edited 2 times. Last update was at 2014/08/29 16:45:55
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![[Post New]](/s/i/i.gif) 2014/08/29 17:12:30
Subject: Re:7th Edition, Orks, and How do I Play Now?
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Jidmah, thanks! I have lots of reading to do now.
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![[Post New]](/s/i/i.gif) 2014/08/30 04:38:46
Subject: 7th Edition, Orks, and How do I Play Now?
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Big Mek in Kustom Dragster with Soopa-Gun
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Having just finished a game where i did the Megaboss + Da Stikk trick, i can safely say its stupid strong lol.
My opponent had 3 guns that could pen his armor, since the other two were on squishy models and my lobbas took them out immediately lol. These 3 guns were also S10 so i just LoS'd them every time, big deal. My warboss literally took no wounds after being fired upon from S9 and below spam fire (easily 15+ saves per turn). 2+ rerollable armor with a FNP failsafe is just insane lol.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/09/04 01:15:51
Subject: 7th Edition, Orks, and How do I Play Now?
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Twisted Trueborn with Blaster
East Coast
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It's really good to have you back, Dash. I've missed those awesome battle reports you used to do. Better get back on it. I honestly love the new codex, there's alot of changes that are both good and bad but it's changed how I play them which is itself a nice change.
Here's another really good link: http://www.dakkadakka.com/dakkaforum/posts/list/608882.page
I would suggest looking these over. I mostly agree with all the unit assessments.
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'When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.'
-Parody of the Litany of Command,
popular among commissar cadets |
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![[Post New]](/s/i/i.gif) 2014/09/04 04:09:21
Subject: 7th Edition, Orks, and How do I Play Now?
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Savage Khorne Berserker Biker
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as others have said the waaagh ghaz supplement book is necessary. the blitzkrieg formation for the wagons is nice, and there is others. I'm currently using the greentide formation, and love it!
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![[Post New]](/s/i/i.gif) 2014/09/04 07:50:57
Subject: 7th Edition, Orks, and How do I Play Now?
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Secretive Dark Angels Veteran
Canada
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The o ly thing that the orks got put to the screws for was their wallet. G dub took the ork codex they were going to write, cut 25% of it out, replaced it with filler bs and called that 25% a supplement n made you pay more for it.
The supplement also has some truly epic orky wargear like the axe of the ragnarork (better than power klaw crazy as it sounds), the ORIGIONAL KFF, a single 4th edition bosspole, and a host of others.
The warlord traits are also pretty cool and the formations are the stuff of legends (redskull commandos are so made of win).
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DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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![[Post New]](/s/i/i.gif) 2014/09/04 09:31:41
Subject: 7th Edition, Orks, and How do I Play Now?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Except it's not.
Almost all the relics from the codex are better than the W!G ones, and most formations are side-grades due to the fact that you have to field more models than you'd normally would. If you try building actual lists with them, you'll find all of them taking up a lot more points than you'd usually spend - fitting five battlewagons into 2000 points (or even less) is not as easy as it sounds, even when you get the ridiculously awesome scout rule. Same goes for bully boyz, you would usually either field 3x3 or 2x5 MANz in a list, but not 3x5.
The axe of ragnarork is not a good piece of wargear, it's something you put on your second or third warboss if you bring that many. Even with a turn two charge, you won't have an AP3 weapon before turn four, while a simple warboss armed with a PK does everything the axe does from the very first turn.
The warlord traits are inferior to both the codex and the rulebook traits. Most of them are either weak or useless on warbosses (BS3, outflank, one weapon mastercrafted), some more are useless on models in mega-armor (crusader) and a warlord from W!G must issue challenges, usually causing him to die early, because every sergeant dork gets a chance to put a wound on him.
As for the KFF and boss pole, I agree those are nice, but they come with a hidden, but non-ignorable drawback: You must take a Greater Waaagh! detachment to access them. This means you get the +2 to mob rule which basically makes it useless for small units, and you have a mandatory elite choice which will suffer most from this. You also lose objective secured and sometimes gain deep strike on a unit or two, which is also highly anti-synergistic with the mob rule change favoring large units.
The supplement is good, but it's not better than the codex. You can run 100% orks without even owning it - the only thing you can't do with the codex, but can do with W!G is field an all-walker army.
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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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![[Post New]](/s/i/i.gif) 2014/09/04 12:13:05
Subject: 7th Edition, Orks, and How do I Play Now?
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Shadowy Grot Kommittee Memba
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So, the big wins:
1) tankbustas are nuts now. Bring 3 squigs for the turn one super beatdown. Tank hunter, no glory hogs, there's nothing these guys don't rock at.
2) Ere We Go is an awesome rule especially combined with the run-charge from a Waaagh. This makes foot boyz have an enormous threat range and now that you can add a Painboy to a 30 man blob....huhuhuhuhuhuhehehehe...
3) Kustom mega Kannons are just what the doctor ordered for dealing with pesky tank and dem umies wot wear mega armor. Put da grots to use!
4) Rip Deffrolla hello Kilcannon. Cheap as balls can now fire on the move, I like it.
5) I strongly feel that with the changes to vehicles, the slight price reduction and the new mob rule helping out small squads, Trukkmobs are now dope as dope.
6) the ork psychic powers are hilarious and Frazzle is amazing. There is nothing quite like being able to Da Jump every single turn.
My ork list is currently several Trukkmobs of choppa slugga, a maxed unit of Kustom mega Kannons, a couple Gretchin squads as objective babysitters, a mob of tankbustas and Snikrot running Green Pete's Home Burna Delivery Service. A Weirdboy on the side and a KFF Mek in the center and I just flat out towards the enemy turn one. Works wonders.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2014/09/04 17:40:37
Subject: 7th Edition, Orks, and How do I Play Now?
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!!Goffik Rocker!!
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Jidmah wrote:
The supplement is good, but it's not better than the codex. You can run 100% orks without even owning it - the only thing you can't do with the codex, but can do with W!G is field an all-walker army.
It also allows you to field a competent commando formation that actually works!
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![[Post New]](/s/i/i.gif) 2014/09/04 19:18:59
Subject: 7th Edition, Orks, and How do I Play Now?
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Quick-fingered Warlord Moderatus
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Jidmah wrote:Except it's not.
Almost all the relics from the codex are better than the W!G ones, and most formations are side-grades due to the fact that you have to field more models than you'd normally would. If you try building actual lists with them, you'll find all of them taking up a lot more points than you'd usually spend - fitting five battlewagons into 2000 points (or even less) is not as easy as it sounds, even when you get the ridiculously awesome scout rule. Same goes for bully boyz, you would usually either field 3x3 or 2x5 MANz in a list, but not 3x5.
The axe of ragnarork is not a good piece of wargear, it's something you put on your second or third warboss if you bring that many. Even with a turn two charge, you won't have an AP3 weapon before turn four, while a simple warboss armed with a PK does everything the axe does from the very first turn.
The warlord traits are inferior to both the codex and the rulebook traits. Most of them are either weak or useless on warbosses (BS3, outflank, one weapon mastercrafted), some more are useless on models in mega-armor (crusader) and a warlord from W!G must issue challenges, usually causing him to die early, because every sergeant dork gets a chance to put a wound on him.
As for the KFF and boss pole, I agree those are nice, but they come with a hidden, but non-ignorable drawback: You must take a Greater Waaagh! detachment to access them. This means you get the +2 to mob rule which basically makes it useless for small units, and you have a mandatory elite choice which will suffer most from this. You also lose objective secured and sometimes gain deep strike on a unit or two, which is also highly anti-synergistic with the mob rule change favoring large units.
The supplement is good, but it's not better than the codex. You can run 100% orks without even owning it - the only thing you can't do with the codex, but can do with W!G is field an all-walker army.
Just when I was losing all hope Dakka was turning into a cesspit of negative complaints, I saw this. Nice! one exalt for u! =D
As for Orks now, I have been having a blast with them myself. I run a 1,000 points with 1 shoota squad and one slugga squad in trukks, and one huge Zog off Ork mob of 18 ard boys, a painboy and my warboss. This wrecks face most of the time! =D Just play like you want to kill some enemy and then cover your guys in looted items and it's a blast.
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413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2014/09/04 20:54:31
Subject: 7th Edition, Orks, and How do I Play Now?
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Big Mek in Kustom Dragster with Soopa-Gun
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Have to agree about the Warlord trait comment. I find myself going on either Personal or Command now every game, since most of the traits for EITHER Codex: Orks or W!Ghaz are horrible for a warboss/virtually useless. Why would i want +1 strength on my profile when my warboss in every single list i ever take is going to be S10 anyway from the powerklaw? If it changed HoW to an S6 one, that'd be different, but it doesnt state it also changes that so it doesnt.
BS3 would be nice if the warboss had access to a real gun. For instance, give him a Deffgun and Supa Cybork or MA and he now fires D3 S7 AP4 shots while moving at BS3. THAT would be useful, not on a shoota.
Command/Personal traits are just insane for a warboss. Especially if he gets the Leadership bubble since that almost makes our entire army LD9 since only 1-2 units are further than 12" from the warboss anyway, and theyre either vehicles or grots most of the time.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/09/05 06:41:52
Subject: Re:7th Edition, Orks, and How do I Play Now?
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!!Goffik Rocker!!
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I prefer command or strategic. Both have their merits. Ork's ones are just weak or plain useless. If it was like the tau codex ones that allow you to reroll useless traits, than yep, but as it is now, don't even bother.
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This message was edited 1 time. Last update was at 2014/09/05 06:43:30
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![[Post New]](/s/i/i.gif) 2014/09/05 08:17:54
Subject: 7th Edition, Orks, and How do I Play Now?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I always roll on command, even the single dud in that table (target priority) is still somewhat useful if you roll it twice (hurray for CAD reroll  ). Intimidating Presence and Master of the Vanguard are stupid good, while other three are just good.
Strategic is pretty good as well, but some of its results don't work well with my battlewagon list. A lot more useful for a foot list.
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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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![[Post New]](/s/i/i.gif) 2014/09/05 15:59:52
Subject: 7th Edition, Orks, and How do I Play Now?
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Twisted Trueborn with Blaster
East Coast
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Vineheart01 wrote:Have to agree about the Warlord trait comment. I find myself going on either Personal or Command now every game, since most of the traits for EITHER Codex: Orks or W!Ghaz are horrible for a warboss/virtually useless. Why would i want +1 strength on my profile when my warboss in every single list i ever take is going to be S10 anyway from the powerklaw? If it changed HoW to an S6 one, that'd be different, but it doesnt state it also changes that so it doesnt.
BS3 would be nice if the warboss had access to a real gun. For instance, give him a Deffgun and Supa Cybork or MA and he now fires D3 S7 AP4 shots while moving at BS3. THAT would be useful, not on a shoota.
Command/Personal traits are just insane for a warboss. Especially if he gets the Leadership bubble since that almost makes our entire army LD9 since only 1-2 units are further than 12" from the warboss anyway, and theyre either vehicles or grots most of the time.
The 1,2, and 3 results on the Codex: Orks table have been decent for me (especially with the reroll on the chart from ork detachment). 1 gives army wide fearless for a game turn, 2 gives reroll run and charge distance and 3 gives all units within 12" reroll morale. Idk, it might be because I've been playing orks since 08 and absolutely love their fluff so it might be a mental thing for me. But reroll both charge dice and run dice has done well for me. And rerolling morale is nothing to laugh at, the fearless speaks for itself. I do understand your points though.
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'When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.'
-Parody of the Litany of Command,
popular among commissar cadets |
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![[Post New]](/s/i/i.gif) 2014/09/05 22:52:08
Subject: Re:7th Edition, Orks, and How do I Play Now?
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Big Mek in Kustom Dragster with Soopa-Gun
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koooaei wrote:I prefer command or strategic. Both have their merits. Ork's ones are just weak or plain useless. If it was like the tau codex ones that allow you to reroll useless traits, than yep, but as it is now, don't even bother.
Right
Half of the Tau ones tell you to reroll if you cannot do it, which is awesome considering 2 of them are jetpack stuff and the third is a gun. I usually have my buffmander without even a flamer when i intend to roll on tau traits purely because i dont want the reroll to hit one on a buffmander unit lol.
Waaaagh! being fearless is awesome, but only if you have a warboss. What if you went a mek-list, where you are more shooty with 2-3 meks? The Waaagh! is virtually useless, and all that trait does if you are not a warboss is give you access to the normal waagh. I'd rather it be rerollable if warlord doesnt have it.
Strength too. There should be a statement at the end saying "If your warlord has a Powerklaw or Killsaw, you may reroll this result"
Anyway, rant over. I find myself going Command 9/10 of the time though, Personal can easily be nasty but its only for the warboss and since our HQs are about buffing the unit, command is usually better. That +1 charge especially with MA on my boss is just...sexy lol
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/09/06 02:08:50
Subject: Re:7th Edition, Orks, and How do I Play Now?
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Twisted Trueborn with Blaster
East Coast
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That +1 charge especially with MA on my boss is just...sexy lol
This is also incredibly amazing if you're running a stompa.
Edit: Idk why quote isnt working for me
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This message was edited 2 times. Last update was at 2014/09/06 02:09:53
'When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.'
-Parody of the Litany of Command,
popular among commissar cadets |
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![[Post New]](/s/i/i.gif) 2014/09/06 08:54:35
Subject: 7th Edition, Orks, and How do I Play Now?
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Yellin' Yoof on a Scooter
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which i find strange because people can download the rules much easier than they can get new models, but i digress. has anyone else though of how epic a wierdboy with the sanctic power that increases an invul save by 1, and the 4++ KFF?
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![[Post New]](/s/i/i.gif) 2014/09/06 14:58:28
Subject: 7th Edition, Orks, and How do I Play Now?
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Quick-fingered Warlord Moderatus
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I dont think he can get that one, but i'm really eager to try out a WAAAgh power wierdboy. I'm hoping I get WARPATH for my 20 ork kill squad.
i'm also running a kan squad and deff dread. how do these do?
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413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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