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![[Post New]](/s/i/i.gif) 2016/05/04 23:15:19
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Looking at it, MANz Missiles are better than ever. The new FAQ gave a 'wheel in cover' save to Vehicles by virtue of overriding the previous rules.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/05/04 23:26:48
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Krazed Killa Kan
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(sigh) Meganobz are so expensive.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2016/05/04 23:29:01
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fighter Ace
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Still cheaper than a naked nob with a powerklaw somehow lol.
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![[Post New]](/s/i/i.gif) 2016/05/05 00:01:02
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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Wow, and I just finished my squad of tankbustas. Bluh. Well, guess I'll just have them shoot at softer tanks that my MANz shouldn't bother with. Granted I usually take at least six meganobz in my TAC lists but still, it just gives my tankbustas less options.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2016/05/05 00:11:21
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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I have about 10 Finecast versions and several other Rokkit guys that I use for them. It is sad. Only hope is that it's overruled. Or that the Codex Specific FAQs let them use as many as possible.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/05/05 01:37:13
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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Ah, gak. I'm reading through it and it looks like blast weapons cannot reroll gets hot results with things like ammo runts. That's a decent blow to KMKs.
It also seems that bombers cannot perform a bombing run if they jink, and it also can't make a bombing run if it leaves the table that same turn, so that's a blow to the blitza-bommer as well. One interesting tidbit is that we actually can target units locked in combat in a bombing run. That is something I did not expect.
Another bit I think is useful for us given our penchant for ID attacks in CC is that if an Eternal Warrior model with FNP fails its save against an attack that would otherwise ID it, it does not get the FNP.
So it's mostly negative with some positive.
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This message was edited 1 time. Last update was at 2016/05/05 01:37:46
"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2016/05/05 07:53:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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Vitali Advenil wrote:
Another bit I think is useful for us given our penchant for ID attacks in CC is that if an Eternal Warrior model with FNP fails its save against an attack that would otherwise ID it, it does not get the FNP.
It's always been this way.
Tankbustas are still somewhat fine against regular vehicles. But we now have no means of killing knights other than overloading them with MANz with saws. Also, MC are gona be more problematic. Oh, and mogrok bossboyz are not usable in mech lists due to "no transports for battlebrothers before deployment". Formations are just like another detachment that's battlebrothers, right?
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![[Post New]](/s/i/i.gif) 2016/05/05 08:00:14
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
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Yeah, so now exactly how does the blitzbrigade work XD no one can start inside of them?
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![[Post New]](/s/i/i.gif) 2016/05/05 08:01:51
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
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Vitali Advenil wrote:Ah, gak. I'm reading through it and it looks like blast weapons cannot reroll gets hot results with things like ammo runts. That's a decent blow to KMKs.
It also seems that bombers cannot perform a bombing run if they jink, and it also can't make a bombing run if it leaves the table that same turn, so that's a blow to the blitza-bommer as well. One interesting tidbit is that we actually can target units locked in combat in a bombing run. That is something I did not expect.
Another bit I think is useful for us given our penchant for ID attacks in CC is that if an Eternal Warrior model with FNP fails its save against an attack that would otherwise ID it, it does not get the FNP.
So it's mostly negative with some positive.
Nothing have fnp roll against id weapon even with etheral shield.
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![[Post New]](/s/i/i.gif) 2016/05/05 08:02:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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killerdou wrote:Yeah, so now exactly how does the blitzbrigade work XD no one can start inside of them?
Kinda so, i guess.
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![[Post New]](/s/i/i.gif) 2016/05/05 08:05:16
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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I can already see a FAQ for the FAQ stating you can still embark in transports from other detachment as long as they are part of the same faction (However in the case of say Space Marines it has to be from the same chapter).
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![[Post New]](/s/i/i.gif) 2016/05/05 08:10:56
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2016/05/05 08:27:23
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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Well. From what i see now:
- Tankbustas got a huge nerf and a reason to take a pk nob. Still decent and usable but not a hard counter to SH any more.
- Blitza bombers can no longer jink and drop bombs. Going down from meh to junk in my book.
- Blitz brigade no longer usable.
- KMK can no longer re-roll overheats. Going down from good to questionable. It will require further testing but ld5 grots triggering ld tests will not be pretty. Maybe still kinda good with extra grots and megaboss or something. But much less stable than they used to be.
Only nerfs so far.
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This message was edited 2 times. Last update was at 2016/05/05 08:29:13
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![[Post New]](/s/i/i.gif) 2016/05/05 09:16:38
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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Orks arent battle brothers with orkz. They are also orkz.
Too soon for tactics, it is still subject to change.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2016/05/05 09:24:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
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Rismonite wrote:Orks arent battle brothers with orkz. They are also orkz.
Too soon for tactics, it is still subject to change.
Not according to the allies table, there it states that orks are battlebrothers to orks. You could use the blitzbrigade in the great waaagh detachments as an auxilarry, then they are from the same detachment and not allies.
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![[Post New]](/s/i/i.gif) 2016/05/05 09:30:41
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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Orks can't ally with themselves, right? They're just all the same faction. Therefore the battle brothers transport restriction doesn't apply here, right?
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![[Post New]](/s/i/i.gif) 2016/05/05 09:36:50
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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Cleatus wrote:Orks can't ally with themselves, right? They're just all the same faction. Therefore the battle brothers transport restriction doesn't apply here, right?
This.
The battlebrothers thing is meant to try and shutdown different factions of imperials using each other's transports. Not tell an ork with two CADs that painboy in CAD1 can't start with CAD2's nobz in battlewagon.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2016/05/05 10:48:42
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
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My kans and Deffdreads just got stronger in CC.
I have an opponent that usually pile-in marines and scouts on my walkers and drown them with krak grenades.
No more. Bhwahahah !
.... Okay, that's not much compared to the tankbustas nerf but that's still something...
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![[Post New]](/s/i/i.gif) 2016/05/05 10:56:47
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fighter Ace
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The big reason walkers suck is because of the prevalence of multiple shot high S low AP shooting. The grenade nerf won't help them all that much. How many kans even get into combat anyway?
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![[Post New]](/s/i/i.gif) 2016/05/05 11:10:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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Well, the 1 nade in melee kinda makes sense even in the brb. Don't know why we played differently. Maybe the word "thrown" got us.
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This message was edited 3 times. Last update was at 2016/05/05 11:15:20
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![[Post New]](/s/i/i.gif) 2016/05/05 11:16:47
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
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Well...the grenade nerf doesn't make them worse versus shooting, but better in cc versus infantry. So overall, that's a buff, no?
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![[Post New]](/s/i/i.gif) 2016/05/05 11:17:53
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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koooaei wrote:Well, the 1 nade in melee kinda makes sense even in the brb. Don't know why we played differently. Maybe the word "thrown" got us.
Lol I am totally reading this right now going 'huh, yeah why was I doing it the other way'. One thing is for certain, I need to start looking into nobz with klaws and a couple tankhammer boyz to keep them even average at what they do
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2016/05/05 13:26:38
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Tough-as-Nails Ork Boy
Athens
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Frozocrone wrote:Looking at it, MANz Missiles are better than ever. The new FAQ gave a 'wheel in cover' save to Vehicles by virtue of overriding the previous rules.
How it did that please? i think i missed it.
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Stomp soflty and carry a big choppa.
-Winstork churchill- |
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![[Post New]](/s/i/i.gif) 2016/05/05 16:42:48
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Growlin' Guntrukk Driver with Killacannon
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Regarding the one grenade clarification: seems to benefit Marines more than any other army since their sergeants can take melta bombs. Surprise surprise.
It would be nice if Burnas could get their 2D6 for armor penetration back in the assault phase. That would help mitigate the disaster to our beloved Tankbustas.
Back to the good ole trusty PK for killin vehicles and MC's I guess.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2016/05/05 16:57:50
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Blood-Raging Khorne Berserker
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koooaei wrote:Well. From what i see now:
- Tankbustas got a huge nerf and a reason to take a pk nob. Still decent and usable but not a hard counter to SH any more.
- Blitza bombers can no longer jink and drop bombs. Going down from meh to junk in my book.
- Blitz brigade no longer usable.
- KMK can no longer re-roll overheats. Going down from good to questionable. It will require further testing but ld5 grots triggering ld tests will not be pretty. Maybe still kinda good with extra grots and megaboss or something. But much less stable than they used to be.
Only nerfs so far.
Some not nerfs:
Templates/blasts effect all lvls of ruins - makes burna boyz, cannons and lobbas better (and on a skyfire nexus they can hit fliers)
Killa kanz, deffdreads, trukks and battlewagons gained 'toe in cover' save now and more resilent in assault with no fear of grenades
Battlewagons will be harder to kill since you can't hit rear armor with multiple grenades in assault
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![[Post New]](/s/i/i.gif) 2016/05/05 17:33:42
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Tough-as-Nails Ork Boy
Athens
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Can someone post the 'toe in cover' QA thing for vehicles?
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Stomp soflty and carry a big choppa.
-Winstork churchill- |
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![[Post New]](/s/i/i.gif) 2016/05/05 17:48:02
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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thenewgozoku wrote: Frozocrone wrote:Looking at it, MANz Missiles are better than ever. The new FAQ gave a 'wheel in cover' save to Vehicles by virtue of overriding the previous rules.
How it did that please? i think i missed it.
The FAQ said:
The 25% rule applies in all types of terrain if the target is a Flyer, Super-heavy Vehicle, Flying Monstrous Creature or Gargantuan Creature. All other targets count as being in cover if they are in or on the
terrain’s base, even if not 25% obsured
Since FAQ's overrule the BrB, you can now start your Trukks in ruins and zoom out with Reinforced Rams turn one. Which is good. Because the previous defence, the VSG, was nerfed badly.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/05/05 17:48:39
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Ork Boy Hangin' off a Trukk
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Also, weapons with both a ranged profile, and a melee profile, can use both in the same turn now.
Burnas just got much more interesting.
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![[Post New]](/s/i/i.gif) 2016/05/05 17:57:32
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Tibs Ironblood wrote:I can already see a FAQ for the FAQ stating you can still embark in transports from other detachment as long as they are part of the same faction (However in the case of say Space Marines it has to be from the same chapter).
my guess is army lists from the same codex or supplement of that codex are not battlebrothers. They are the same army.
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![[Post New]](/s/i/i.gif) 2016/05/05 17:58:56
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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Frozocrone wrote:
The 25% rule applies in all types of terrain if the target is a Flyer, Super-heavy Vehicle, Flying Monstrous Creature or Gargantuan Creature. All other targets count as being in cover if they are in or on the
terrain’s base, even if not 25% obsured
they'll probably re-fix it Automatically Appended Next Post: chaosmarauder wrote:
Templates/blasts effect all lvls of ruins - makes burna boyz, cannons and lobbas better
well, that worked exactly like it the whole 7- th edition. Yep, you can hit flyers now, though. However, people rarely use mysterious objectives. At least here.
As for vehicles, 95% times you loose them to shooting - not melee nades. Kanz are still garbage but at least they won't provide a free consolidation move and leave the enemy all bunched up for lobbas. So, it's a good thing, i guess. If only they were 25-30 ppm and not 50, they'd see some more table time.
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This message was edited 1 time. Last update was at 2016/05/05 18:02:26
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