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Made in us
Lone Wolf Sentinel Pilot






Warhammer World wrote:Being inside an exploding vehicle is still bad news. Models inside a wrecked Transport will now die on the roll of a 1.


Emphasis mine. The intended effect of a transport dying seem quite obvious to me. I don't think MANZ missile is dead; it's quite a big gamble, though. Trukk Boyz, on the other hand, will be much more survivable than previously, considering the how frequently a Trukk's death involved an explosion.

Revel in the glory of the site's greatest thread or be edetid and baned!
 BobtheInquisitor wrote:
Every trip to the FLGS is a rollercoaster of lust and shame.

DQ:90S++G+M+B++I+Pw40k13#+D+A++/sWD331R++T(S)DM+ 
   
Made in us
Mutilatin' Mad Dok





Georgia

Yeah, I'm just hoping it's not the case. That seems pretty harsh on elite units.

"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 
   
Made in us
Nasty Nob





United States

Really only harmful to meganobz and, to a much lesser extent, Nobz in heavy armor, other choices barely got onto the table. The biggest thing putting me off about transports is disembarking before movement. Won't be an issue if we have good mobility on foot though.

My recent concern today? Without Move 6 then disembark 6, why bring vehicles? Why not more orkz? Or, since vehicles can assault.. why not all vehicles and walkers?

Edit, and with the template change meaning we deploy in tight blocks, I ask again, why not moar boyz?

This message was edited 1 time. Last update was at 2017/05/21 18:48:58


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. 
   
Made in gr
Tough-as-Nails Ork Boy




Athens

Can someone compare the stat lines of 8th edition morkanaut with imperial knight and the swarmlord?

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in us
Yellin' Yoof on a Scooter






I think namely because we can expect vehicle move statlines to be much better. We already saw the Harlequin Starweaver with a massive move stat, I mean we may see Trukks be 14 or 16". The transport rules are unclear still, but we could be talking about that distance plus an advance turn one for a turn two charge, or even that distance plus a good charge roll for a turn two disembark/charge. That's a huge threat range.

What we need to know is if you can disembark from a vehicle engaged in close combat, and what kind of advantages we expect things like Trukks to have, which were not only Open Topped but also Fast. I also anticipate mixed units in Battlewagons will be fairly strong.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I think it's a safe bet that trukks will move a lot farther than 6".

Assuming trukks go 12" (+d6" from advancing), they would be exactly as fast as slugga boyz right now assuming you can assault on turn 2. If you can't (gun lines will be moving away from you) you gain 6" per turn over footsloggers.

Battlewagons will be mostly for protecting your units and as gun platforms, especially with our S4 shootas now wounding a lot more models on 5+. I also expect them to become fast as well.

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
Longtime Dakkanaut




To early to assume anything sucks since we don't know what options like boarding planks, or if assault vehicles still exist or if there is any new vehicles coming or what FW transports do. Plus things like gorkanaut are actually a transport that can hold 3 manz.
   
Made in us
Dakka Veteran




Colorado Springs

Not sure if it's funny or sad that, based off current modelling options, our transports have more melee choices than our HQs...
   
Made in ca
Feral Wildboy with Simple Club




Montreal

 JohnU wrote:
Not sure if it's funny or sad that, based off current modelling options, our transports have more melee choices than our HQs...
Both

   
Made in us
Dakka Veteran




Colorado Springs

Ashkayel wrote:
 JohnU wrote:
Not sure if it's funny or sad that, based off current modelling options, our transports have more melee choices than our HQs...
Both


"Funny and sad" the official Ork design philosophy since 5th edition.
   
Made in ca
Feral Wildboy with Simple Club




Montreal

 JohnU wrote:
Ashkayel wrote:
 JohnU wrote:
Not sure if it's funny or sad that, based off current modelling options, our transports have more melee choices than our HQs...
Both


"Funny and sad" the official Ork design philosophy since 5th edition.
This is sad...

   
Made in us
Nasty Nob






ugh, my feels boss.

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in ru
!!Goffik Rocker!!






It's interesting to see what will happen with the choppa+slugga vs shoota holywar. If choppa grants an extra attack like a chainsword, choppaboyz might have recieved a neat buff. But if it does nothing, we might get back to shoota dominance that we used to have in 5-th and early 6.

My guess is that choppa will grant an extra attack but together with a slugga will cost the same as a shoota. Which is fine by me. As there are still lots of things you don't wana meet up close.

This message was edited 2 times. Last update was at 2017/05/22 06:17:35


 
   
Made in gr
Tough-as-Nails Ork Boy




Athens

The new "explode" rule is very good for boyz. We lose average 2 models instead of the 5 that was in 7th and its more taxing to marines that they used to lose 1 model. Also if our trukk has a very good speed like 14 or 16 it can assault first turn and the models inside can still shoot full ballistic in the shooting phase before the assaults.

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in gb
Stealthy Grot Snipa





gungo wrote:
To early to assume anything sucks since we don't know what options like boarding planks, or if assault vehicles still exist or if there is any new vehicles coming or what FW transports do. Plus things like gorkanaut are actually a transport that can hold 3 manz.


THIS! it will finally be useful/usable to put orkz in da nauts!

Secondly, I wonder whether you will have to roll for each squad separately inside transports. As it could be useful to put a unit of 12 boyz in a BW alongside say 8 flashgitz, if you get wrecked, you roll your death dice and assign them all to boyz. But we will have to see. I wonder whether the waaagh! rule will be similar to what it is now. As that could be quite potent with a transport move and advance turn 1. disembark, move, advance, charge turn 2. That would be some serious board movement.


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in ru
!!Goffik Rocker!!






 thenewgozoku wrote:
The new "explode" rule is very good for boyz. We lose average 2 models instead of the 5 that was in 7th and its more taxing to marines that they used to lose 1 model. Also if our trukk has a very good speed like 14 or 16 it can assault first turn and the models inside can still shoot full ballistic in the shooting phase before the assaults.


Don't forget morale casualties though. For what we know, manz missiles will be more dangerous to perform. Seems that manz belong to wagons now.

Anywayz, the ability to mix squads in transports has singlehandedly made regular nobz viable.
   
Made in it
Waaagh! Ork Warboss




Italy

Now that there's the risk to have a multiwound high armored model killed with a roll of a 1 I expect meganonbz to ride in BW. BW that can be quite common in the upcoming edition, now that vehicles are tougher and thanks to the rule that they can carry more units.

Single wound low armored models will benefit from this change, instead. No more eavy armor on boyz I guess, as people won't freak out about the risk of losing half unit when the trukk explodes anymore.

Trukks are cheaper and faster and we will need a lot of units even in 8th edition, that's why they will always be necessary, but BWs have come back, at last

 
   
Made in ru
!!Goffik Rocker!!






Why no 'eavy armor? It still looks way more useful than it used to be. With cover now being +1 to armor and heavy bolters just forcing it down to -1 instead of simply ignoring it. We might see 3+ boyz vs bolters. It can be worth it. Depending on cost. Too bad we can't take squads of 9 boyz. Cause i'd finally get to use regular nobz in trukk rushes. Nobz might finally get a place in wagons though.

If wagons are still capacity 20, you can put 5 manz, 5 burnas/gits/kommandoes, 3 nobz and an indep or two in there. Now that's variety. Wagon pops and confetti fals out!

Actually, that makes me wonder what's the best variety we can get with a wagon apart from indeps.
3 nobz, 5 kommandoes, 5 burnas, 5 lootas...a kopta? Can koptas ride trukks if everything has identical rules?.. Can trukks ride trukks? Can trukks ride trukks riding trukks?

This message was edited 3 times. Last update was at 2017/05/22 10:28:37


 
   
Made in it
Waaagh! Ork Warboss




Italy

 koooaei wrote:
Why no 'eavy armor?



If it costs 40% of the model like in 7th it's way overpriced. And most of the times players chose to upgrade their boyz with ea only to mitigate the explosion results, which could hurt trukk boyz quite badly. With no AP anymore but armour modifiers ea may be not useless but I don't see its value if the model that wears it costs almost as much as two regular boyz.

 
   
Made in ru
!!Goffik Rocker!!






Players disliked 'eavy armor because 'eavy armor was ignored way too often and cover was a plain 5+ or 4+ save. Now the majority of weapons that used to ignore 4+ would bring it down to 5+ and cover would bump it up to 4+ again.
Also, if we can finally mix 'eavy armor with no armor, it'd be a huge buff for hordes. You can take less casualties from shooting => less battleshock casualties and you can kill unarmored boyz with morale. It's all wishlisting though.

Anywayz, i think that 'eavy armor is going to be more useful than it's now. Especially with wagonboyz. Once you've disembarked and obliterated your target, you're now standing there in the open waiting to be bolter-drilled and than moralled to death.

This message was edited 1 time. Last update was at 2017/05/22 11:16:08


 
   
Made in fr
Regular Dakkanaut



France

 KommissarKiln wrote:
Warhammer World wrote:Being inside an exploding vehicle is still bad news. Models inside a wrecked Transport will now die on the roll of a 1.


Emphasis mine. The intended effect of a transport dying seem quite obvious to me. I don't think MANZ missile is dead; it's quite a big gamble, though. Trukk Boyz, on the other hand, will be much more survivable than previously, considering the how frequently a Trukk's death involved an explosion.

I am sorry, you are ghazkhull thraka the big boss ork xxxxxx strong, sorry you roll a 1, bye (happen to my admiral in aos yesterday).

40: 10 000 Orks, 3000 Tau, 2000 Deathwatch
AOS: 2000 Kharadrons Overlords 
   
Made in ru
!!Goffik Rocker!!






I'm pretty sure you'll pick casualties yourself. So, unless you carry a single character in there, you're fine. Well, unless you roll 20 ones. So...relatively safe.
   
Made in gb
Stealthy Grot Snipa





 koooaei wrote:
I'm pretty sure you'll pick casualties yourself. So, unless you carry a single character in there, you're fine. Well, unless you roll 20 ones. So...relatively safe.


Depends if you roll per unit. As IC's are technically not in the squad. But tbh I am assuming they will let you pick for this exact reason. And if so... well then you can just always have a chaff unit that can eat those wounds. Grots! Grots in vehicles! my my.... what a glorious day to be a grot!

I could see kommando's being a good chaff unit for vehicle explosions. They can be 5 strong, they can carry a burna and a shoota, so you explode, you remove those 3 dudes without the good weapons and done!
Heck, maybe even nobs will become good chaff units. Multiwound... ah no, its a die on 1, not a wound on 1. So no.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in ru
!!Goffik Rocker!!






Oh yeah, i forgot about ic being a separate squad. So...i guess we might see more footslogging and deepstriking IC. Which ain't bad on it's own. And if we want a mech list with mellee ic, we'll have to take our chances and not overinvest in those characters - which is easilly done with orks. Or there's going to be a special rule about it.

What i do hope is that we'll see fewer biker characters.

This message was edited 2 times. Last update was at 2017/05/22 13:06:01


 
   
Made in us
Dakka Veteran




Colorado Springs

 koooaei wrote:


What i do hope is that we'll see fewer biker characters.


Until people get over the fear of a re-rollable blowing up their ICs (or the rule behaves differently for characters), you're probably going to see more bike characters initially.
   
Made in us
Lone Wolf Sentinel Pilot






 koooaei wrote:
What i do hope is that we'll see fewer biker characters.


Not sure how I feel about this... Mainly because I'm currently building a counts-as biker unit, and I was hoping to include a Painboy in the unit... But that may or may not be a very bad idea with IC rules. Guess I'll be leaving one saddle empty till we find out.

Revel in the glory of the site's greatest thread or be edetid and baned!
 BobtheInquisitor wrote:
Every trip to the FLGS is a rollercoaster of lust and shame.

DQ:90S++G+M+B++I+Pw40k13#+D+A++/sWD331R++T(S)DM+ 
   
Made in us
Battlewagon Driver with Charged Engine





 koooaei wrote:
Why no 'eavy armor? It still looks way more useful than it used to be. With cover now being +1 to armor and heavy bolters just forcing it down to -1 instead of simply ignoring it. We might see 3+ boyz vs bolters. It can be worth it. Depending on cost. Too bad we can't take squads of 9 boyz. Cause i'd finally get to use regular nobz in trukk rushes. Nobz might finally get a place in wagons though.

If wagons are still capacity 20, you can put 5 manz, 5 burnas/gits/kommandoes, 3 nobz and an indep or two in there. Now that's variety. Wagon pops and confetti fals out!
"Wagon pops and confetti fals out!" -- have an exalt for that!

I used armor to mitigate mob rule, now not an issue. Because morale and now explosions remove the whole model without saves, armor is less valuable than before, I think.
   
Made in us
Speedy Swiftclaw Biker





Norfolk, VA

Armor is useful for what is was supposed to be now rather than wound mitigation from exploding trukks or mob rule. It makes da boyz 'arder to kill and lets them kill moar! Dem footsloggin' Goffs ken git to da fight and krump da 'umies! WAAAGH!!!

2700 - The Fierce Eye's Hammer
2000 - Grukk's Wrekkin Krew
1850-Hellcrusha's Fist 
   
Made in us
Battlewagon Driver with Charged Engine





 biggie_reg wrote:
Armor is useful for what is was supposed to be now rather than wound mitigation from exploding trukks or mob rule. It makes da boyz 'arder to kill and lets them kill moar! Dem footsloggin' Goffs ken git to da fight and krump da 'umies! WAAAGH!!!
True. Trukk boyz, on the other hand, strike first in combat, hopefully on turn 2, and get shot at less, especially since overwatch can be eaten by the trukk itself.

I used to think that trukk boyz need armor and footsloggers don't. Maybe that is exactly reversed now.
   
Made in ca
Feral Wildboy with Simple Club




Montreal

 JimOnMars wrote:
 biggie_reg wrote:
Armor is useful for what is was supposed to be now rather than wound mitigation from exploding trukks or mob rule. It makes da boyz 'arder to kill and lets them kill moar! Dem footsloggin' Goffs ken git to da fight and krump da 'umies! WAAAGH!!!
True. Trukk boyz, on the other hand, strike first in combat, hopefully on turn 2, and get shot at less, especially since overwatch can be eaten by the trukk itself.

I used to think that trukk boyz need armor and footsloggers don't. Maybe that is exactly reversed now.
Yeah, and fluff wise, trukks are fast and light vehicles that should probably me transporting light troops, not heavy armored troops. That's debatable, of course.

   
 
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