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Made in nl
Longtime Dakkanaut






2 warlord traits ? Tha thinking cap is stratigc only right am I missing a way to get a second or trait ?

Inactive, user. New profile might pop up in a while 
   
Made in us
Hierarch





I will say, this detachment kinda breaks my personal rebalance for Orks, since I gave all Warbosses the prophet of the Waaagh effect as a special rule instead of as a Warlord trait...

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Finkin' Kap only gives you one Strategic Trait, its not any trait, and its not rerollable either.

Bare in mind you are restricted to one Gift of Gork and Mork, which means no Lucky Stikk for your warlord. And Finkin' Kap has to be on your warlord.

Like ive said in the past, its such a lame limiter that we can only get 1 relic in the normal dex. All of them are average to gimicky EXCEPT the stikk, which is insanely good. Since Painboyz cant take any and Big Meks typically dont have a use for them, nothing except the Stikk gets used.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Oozing Plague Marine Terminator





I always give a finkin kap to a naked Big Mek instead, and hide him in Reserves. He doesent need to be on the board for any of the Strategic Benefits.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

True, but he has to be your warlord to use the finkin' kap in the first place. Its a footnote.

Considering that almost every tactic, getting the Waaagh! is make or break, not having a warboss warlord is suicide.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Mutilatin' Mad Dok





 Vineheart01 wrote:
Finkin' Kap only gives you one Strategic Trait, its not any trait, and its not rerollable either.

Bare in mind you are restricted to one Gift of Gork and Mork, which means no Lucky Stikk for your warlord. And Finkin' Kap has to be on your warlord.

Like ive said in the past, its such a lame limiter that we can only get 1 relic in the normal dex. All of them are average to gimicky EXCEPT the stikk, which is insanely good. Since Painboyz cant take any and Big Meks typically dont have a use for them, nothing except the Stikk gets used.


Big reason why i removed it in my rewrite, and why most people remove it in theres. Most Codexes only limit you on weapons, since you only have so many to trade out, otherwise go nuts. I mean i could have a Dominus with Anzions Psudogenator, Raiment of the Technomatyr, Autodecadeus of Arhkan Land and the Scryerskull Percepticus, but that would just be silly. And expensive.

Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
My Ork Errata: http://www.dakkadakka.com/dakkaforum/posts/list/664333.page
My Ork-Curion: http://www.dakkadakka.com/dakkaforum/posts/list/0/680784.page#8470738 
   
Made in us
Bonkers Buggy Driver with Rockets






 Vineheart01 wrote:
True, but he has to be your warlord to use the finkin' kap in the first place. Its a footnote.

Considering that almost every tactic, getting the Waaagh! is make or break, not having a warboss warlord is suicide.

Yeah, Waaagh is based around units that can use it, and the only power house unit we use that can run is tankbustas.
For those that use mega nobz and bikes it is a foot note and it is a better strategy to have a hiding bigmek with da thinkin kap.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in au
Missionary On A Mission




Australia

Is there any info known about a potential second Wulfen campaign book and what might be in it? Is it too much to hope that this Waaagh Ghazghkull! update is to pre-empt a Codex: Orks update in the next campaign book?


 
   
Made in nl
Longtime Dakkanaut






 GoonBandito wrote:
Is there any info known about a potential second Wulfen campaign book and what might be in it? Is it too much to hope that this Waaagh Ghazghkull! update is to pre-empt a Codex: Orks update in the next campaign book?


This

Inactive, user. New profile might pop up in a while 
   
Made in us
Bonkers Buggy Driver with Rockets






 GoonBandito wrote:
Is there any info known about a potential second Wulfen campaign book and what might be in it? Is it too much to hope that this Waaagh Ghazghkull! update is to pre-empt a Codex: Orks update in the next campaign book?


I would guess no. This supliment has "give them a bone to shut them up " written all over it. This isn't like some tau release where orks are the focus for a few months, its a footnote of the release schedule.
I wouldn't expect an ork codex until 8th edition. Our only hope is FW maybe rereleaseing IA8.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in au
Liche Priest Hierophant







Was this Formation in the old W!G?
Spoiler:
   
Made in au
Missionary On A Mission




Australia

 Matt.Kingsley wrote:
Was this Formation in the old W!G?
Spoiler:

I think it was in Sanctus Reach


 
   
Made in gb
Longtime Dakkanaut





UK

No, that was in Hour of the Wolf.

YMDC = nightmare 
   
Made in us
Longtime Dakkanaut




That's actually a decent formation but it's costly and limiting in 1500-1850 games. I'm honestly surprised they added 3 new air formations. WarBikes had so much potential.
   
Made in us
Krazed Killa Kan





Denver, Colorado

I'm curious to know what the rest of the formation bonuses are - particularly the two core options.

I'm not expecting much, but the orkcurion has already exceeded expectations by simply existing, so I'd like to know more at least.


Automatically Appended Next Post:
 Vineheart01 wrote:
True, but he has to be your warlord to use the finkin' kap in the first place. Its a footnote.



Are you sure about that? My read is that the wearer simply generates a warlord trait from the strategic table - it doesn't say he has to be your warlord. I guess normally warlords normally generate traits, but the finkin' cap specifically allows the wearer to generate one.

I guess if he does have to be the warlord, I've been doing it wrong for a LOOOOONG time, which may well be the case. Very disappointing if so, as it's a rock-solid relic for 10 points on a big mek.

This message was edited 1 time. Last update was at 2016/02/22 02:18:51


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Bonkers Buggy Driver with Rockets






 Kap'n Krump wrote:
I'm curious to know what the rest of the formation bonuses are - particularly the two core options.

I'm not expecting much, but the orkcurion has already exceeded expectations by simply existing, so I'd like to know more at least.


Automatically Appended Next Post:
 Vineheart01 wrote:
True, but he has to be your warlord to use the finkin' kap in the first place. Its a footnote.



Are you sure about that? My read is that the wearer simply generates a warlord trait from the strategic table - it doesn't say he has to be your warlord. I guess normally warlords normally generate traits, but the finkin' cap specifically allows the wearer to generate one.

I guess if he does have to be the warlord, I've been doing it wrong for a LOOOOONG time, which may well be the case. Very disappointing if so, as it's a rock-solid relic for 10 points on a big mek.

Yep, da thinkin kap is exclusively a warlord item, in the upgrades page it has a footnote.
Also, the benefits if the 2 core did not change from what I understand. The warband is the exact same bonuses the decurian gets, and the Goff mob gets fear and reroll charges.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in ca
Gargantuan Gargant






Disappointed as I am, now that perma 2+ invuln. ghazzy exists I'll try it out just to see how it does, its just a pity that such a chance to inject new life and competitive fluffy flavour into Orks lists was wasted.

This message was edited 1 time. Last update was at 2016/02/22 02:51:47


 
   
Made in hk
Regular Dakkanaut




Hong Kong

I think i'll try:
-stock Waagh band (well.. just PK /EA and Finkin kap to the warboss)
-Stock Dreadmob
That would be just under 1850. (with 2k i add kff, and trukks for a mob or 2),

Dreadmob waaghing all game long, I want to see That, hopefully making them very mobile. And use all those MSU boys to screen, block charge lanes, and hold objectives.

   
Made in ca
Gargantuan Gargant






XC18 wrote:
I think i'll try:
-stock Waagh band (well.. just PK /EA and Finkin kap to the warboss)
-Stock Dreadmob
That would be just under 1850. (with 2k i add kff, and trukks for a mob or 2),

Dreadmob waaghing all game long, I want to see That, hopefully making them very mobile. And use all those MSU boys to screen, block charge lanes, and hold objectives.



That sounds pretty cool, a dreadmob being able to run and charge alongside boyz sounds downright nasty, might give deff dreadz a new lease on life. Definitely will add that to the list.
   
Made in us
Fixture of Dakka






 Kap'n Krump wrote:
I'm not expecting much, but the orkcurion has already exceeded expectations by simply existing, so I'd like to know more at least.



From the sounds of all these meh changes and extremely limited builds, I would rather no Orkturion than the one we got, since now that there is one, it is likely not to change much and orks are stuck with terrible benefits, while others get free vehicles, or free upgrades, or buffs to BS or saves.
   
Made in us
Oozing Plague Marine Terminator





I do make the finkin kap mek the warlord, no problem. Hide him in reserves as long as possible, and then he just hides behind a rock or dies. Beatstick HQs are long dead. If they want to kill the Warlord they will.

I haven't fielded a Lucky Stikk boss ever since an AP2 flamer just toasted him no problem. Didn't get to tank a damn thing.
   
Made in nl
Regular Dakkanaut




In any case: I am not a Goff player, but i am an Ork player and this is better news then no news.

An army of fearless orks is something i would like to play, because the current mob-rule kind of took the fun out of my favourite 40k army.

I want to be able to have playable multiple smaller units of 10 to 15 orks and this seems a way to be able to play those.

Giving the boyz orks 4+ armour is something i usually do with a couple of units anyway, but now that seems to be an even better idea, because more orks will get into close combat faster, where armour becomes more important then numbers.

I look forward to trying the new rules and i hope i will like them.
   
Made in au
Perfect Shot Dark Angels Predator Pilot





Australia

 Nightlord1987 wrote:
I do make the finkin kap mek the warlord, no problem. Hide him in reserves as long as possible, and then he just hides behind a rock or dies. Beatstick HQs are long dead. If they want to kill the Warlord they will.


I guess you've never met a thunderwolf lord with runic armour, storm shield, and some awesome relic weapon + fellclaw's teeth (re-rolls to hit). I run one with a wolf claw so I get re-rolls to hit AND to wound. He's often the last model on the table and once killed over half a daemon army single handedly.

This message was edited 1 time. Last update was at 2016/02/22 09:23:42


 
   
Made in gr
Fresh-Faced New User




Although I have been a regular in this forum, this was the first time that I really felt the urge to post - I guess you can imagine my frustration when reading about the new.. and updated.. supplement.

Instead of repeating any of the things that have already been said about the changes included in the new book, I wanted to ask if it is possible to buy the new ibook right now?

Browsing the GW shop yesterday this item appeared: Waaagh! Ghazghkull, A Codex: Orks Supplement – revised and updated (Enhanced Edition)

To be honest, I am not planing on buying it at the moment, but I guess I just wanted to know if one can buy it.
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Waaagh every turn? Zagstruck formation just got interesting.


Automatically Appended Next Post:
I have 30 storm boyz... But can I bring myself to get another 60...hmmm

This message was edited 1 time. Last update was at 2016/02/22 10:46:46


mean green fightin machine 
   
Made in us
Longtime Dakkanaut




I agree with most after playing with the list builder I would like to see ghaz as an option instead of the warboss in a goff killmob.
   
Made in gb
Longtime Dakkanaut





UK

I emailed GW last week concerning this release and got a reply this morning. I'm hoping that they do pay attention (although I completely forgot to add Ghaz to my complaints) but they did reply and this is what they had to say.

My email
Spoiler:
To whom it may concern,

I have recently seen the Ork rules as published in the new updated supplement and as a customer, I am very disappointed with the treatment they have been given. I feel as if my previous books that I purchased have become obsolete, since the formations as shown in the book are copied and pasted from existing books, with minor changes (such as Rage instead of Furious Charge on Gorkanauts) It would have been nice to see a large variety of new formations as opposed to three Flyer formations that could just have easily been condensed into one, let alone the fact there already was the Skyboss Wingnutz formation. There are other things that the formations and/or the units themselves need, but that is not why I am disappointed.

In addition to that, there are no new models (Grukk does not count, as he was released in Stormclaw) and no new Codex announced that would address the current problems in the army that I find keep appearing every time I use my Orks. Again, this is not why I am disappointed.

This is why I am disappointed. What should have been done, was a complete rewrite of the Codex and rules. Here are just a few of the things I can think off the top of my head that would have made me support this purchase:

1) There should have been a formation that allowed you to take multiple Painboyz/Wierdboyz/Big Meks with bonuses for each model, as opposed to only one per core. Possibly with a 4++ Feel no Pain, harness psychic powers on 3+, have free Wargear respectively.

2) Ork Boyz should not have been six units in the Warband (or three in the case of the Goff Killmob). Some people want to run more, some people want to run less. Every other super-formation (e.g. Decurion, Warhost, Hunter Contingent) has always allowed flexibility in the amount of what units and how many you can bring for your core. For example, the Necron Decurion allows you to take an Overlord which can be swapped out for a number 0-2 Monoliths, 0-3 Lychguard, 1-4 units of Immortals 1-3 units of Tomb Blades and 2-8 units of Necron Warriors.The only flexibility Orks have across their core formations is exchanging the Nobz for Meganobz and the Warboss for Grukk.

3) General re-writes to the rules that support releases. Gorkanauts/Morkanauts should have been immune to the vehicle damage chart like super heavies are, being the same size as Imperial Knights that they are. Deff Dreads should have been immune to Crew Shaken/Stunned, as well as been able to put in squadrons. Considering your company is pushing sales of Ork Walkers, having rules that are good would tempt me to part with my money.

4) As for changes in the rules of the units themselves, there are far too many to go through, but here are a few.
[a]Three Nobz with Power Klaws are more expensive than three Meganobz, with considerably worse stats.
[b] Vehicles can purchase Stikkbombs, but most units already have Stikkbombs which renders the upgrade close to useless.
[c] Red Paint Jobs forfeit a turn of shooting just to move an extra inch.
[d] Nob Bikers are more expensive than Thunderwolf Cavalry, while having worse stats.
[e] Cybork bodies can be rendered obsolete simply by adding a Painboy or Mad Dok Grotsnik to a unit.
[f] Da Boss iz Watchin' should have been +/- 2 to Mob Rule. Although Mob Rule is in itself, a bad rule due to how it works, the current form of Da Boss iz Watchin basically renders the table moot, where a D6 of 2-5 automatically results in Squabble. Not everyone wants to run thirty boyz in a squad.

Despite this, none of what I have proposed, or even something to that effect, was implemented. So that leaves the question, what encourages me and a lot of other Ork players to spend their money on this release? Simply put, very little, if anything. To me, this release shows a clear lack of knowledge and/or interest in your game, as well as what your customers want.

Suffice to say, I have become disillusioned with your company and will not be supporting this purchase.


Their reply:
Spoiler:
Hello Joseph

Thank you so much for taking the time to put down your thoughts in this email regarding the latest Ork supplement, along with what are obviously very passionate suggestions for the future of the great Waaaaagh!

We do take all feedback very seriously from our customers, so this email has been passed on to the relevant heads of departments to look into. Whilst I cannot guarantee a reply from them, or any changes, I assure you that your email will be looked into.

Thanks again for your email, and should you need anything further, please let me know

Kind Regards


Sadly, cannot guarantee doth butter no parsnips!

YMDC = nightmare 
   
Made in au
Irked Necron Immortal





 Frozocrone wrote:
I emailed GW last week concerning this release and got a reply this morning. I'm hoping that they do pay attention (although I completely forgot to add Ghaz to my complaints) but they did reply and this is what they had to say.

My email
Spoiler:
To whom it may concern,

I have recently seen the Ork rules as published in the new updated supplement and as a customer, I am very disappointed with the treatment they have been given. I feel as if my previous books that I purchased have become obsolete, since the formations as shown in the book are copied and pasted from existing books, with minor changes (such as Rage instead of Furious Charge on Gorkanauts) It would have been nice to see a large variety of new formations as opposed to three Flyer formations that could just have easily been condensed into one, let alone the fact there already was the Skyboss Wingnutz formation. There are other things that the formations and/or the units themselves need, but that is not why I am disappointed.

In addition to that, there are no new models (Grukk does not count, as he was released in Stormclaw) and no new Codex announced that would address the current problems in the army that I find keep appearing every time I use my Orks. Again, this is not why I am disappointed.

This is why I am disappointed. What should have been done, was a complete rewrite of the Codex and rules. Here are just a few of the things I can think off the top of my head that would have made me support this purchase:

1) There should have been a formation that allowed you to take multiple Painboyz/Wierdboyz/Big Meks with bonuses for each model, as opposed to only one per core. Possibly with a 4++ Feel no Pain, harness psychic powers on 3+, have free Wargear respectively.

2) Ork Boyz should not have been six units in the Warband (or three in the case of the Goff Killmob). Some people want to run more, some people want to run less. Every other super-formation (e.g. Decurion, Warhost, Hunter Contingent) has always allowed flexibility in the amount of what units and how many you can bring for your core. For example, the Necron Decurion allows you to take an Overlord which can be swapped out for a number 0-2 Monoliths, 0-3 Lychguard, 1-4 units of Immortals 1-3 units of Tomb Blades and 2-8 units of Necron Warriors.The only flexibility Orks have across their core formations is exchanging the Nobz for Meganobz and the Warboss for Grukk.

3) General re-writes to the rules that support releases. Gorkanauts/Morkanauts should have been immune to the vehicle damage chart like super heavies are, being the same size as Imperial Knights that they are. Deff Dreads should have been immune to Crew Shaken/Stunned, as well as been able to put in squadrons. Considering your company is pushing sales of Ork Walkers, having rules that are good would tempt me to part with my money.

4) As for changes in the rules of the units themselves, there are far too many to go through, but here are a few.
[a]Three Nobz with Power Klaws are more expensive than three Meganobz, with considerably worse stats.
[b] Vehicles can purchase Stikkbombs, but most units already have Stikkbombs which renders the upgrade close to useless.
[c] Red Paint Jobs forfeit a turn of shooting just to move an extra inch.
[d] Nob Bikers are more expensive than Thunderwolf Cavalry, while having worse stats.
[e] Cybork bodies can be rendered obsolete simply by adding a Painboy or Mad Dok Grotsnik to a unit.
[f] Da Boss iz Watchin' should have been +/- 2 to Mob Rule. Although Mob Rule is in itself, a bad rule due to how it works, the current form of Da Boss iz Watchin basically renders the table moot, where a D6 of 2-5 automatically results in Squabble. Not everyone wants to run thirty boyz in a squad.

Despite this, none of what I have proposed, or even something to that effect, was implemented. So that leaves the question, what encourages me and a lot of other Ork players to spend their money on this release? Simply put, very little, if anything. To me, this release shows a clear lack of knowledge and/or interest in your game, as well as what your customers want.

Suffice to say, I have become disillusioned with your company and will not be supporting this purchase.


Their reply:
Spoiler:
Hello Joseph

Thank you so much for taking the time to put down your thoughts in this email regarding the latest Ork supplement, along with what are obviously very passionate suggestions for the future of the great Waaaaagh!

We do take all feedback very seriously from our customers, so this email has been passed on to the relevant heads of departments to look into. Whilst I cannot guarantee a reply from them, or any changes, I assure you that your email will be looked into.

Thanks again for your email, and should you need anything further, please let me know

Kind Regards


Sadly, cannot guarantee doth butter no parsnips!


That's certainly more of a reply than I've ever received from a customer service rep. Most of the replies I get are along the lines of 'We are disappointed with your reaction to our product', if a reply comes at all.

Still, I don't think we'll ever see decent (and by decent I don't necessarily mean powerful, I mean fun, fluffy, flexible, etc) rules for Orks, Tyranids, or CSM until someone new gets onto the design team who actually likes those armies. No designer who actually cared about Orks would release the Detachment or the Formations in the updated Supplement, at the very least they'd want to go a little more in-depth with the variety of the formations within it. The fact that the Gorkanaught is still spruiked as a viable assault transport for Nobz speaks to a paucity of understanding of how Orks work, a paucity that would almost certainly not be evident if the designer writing the rules actually knew or cared about how Orks work.

But I don't like to end on a down note - the ability to Waaagh! on every turn is actually alright, and could probably lead to some 1st turn charges. Dakkajets also benefit (though not as much as they used to *grumble grumb-* wait, gotta stay positive) and it wouldn't be too expensive I think to run a Goff Killmob and the 3 dakkajet formation. As for how competitive that ends up being...
   
Made in se
Grovelin' Grot Rigger





 Frozocrone wrote:
I emailed GW last week concerning this release and got a reply this morning. I'm hoping that they do pay attention (although I completely forgot to add Ghaz to my complaints) but they did reply and this is what they had to say.

My email
Spoiler:
To whom it may concern,

I have recently seen the Ork rules as published in the new updated supplement and as a customer, I am very disappointed with the treatment they have been given. I feel as if my previous books that I purchased have become obsolete, since the formations as shown in the book are copied and pasted from existing books, with minor changes (such as Rage instead of Furious Charge on Gorkanauts) It would have been nice to see a large variety of new formations as opposed to three Flyer formations that could just have easily been condensed into one, let alone the fact there already was the Skyboss Wingnutz formation. There are other things that the formations and/or the units themselves need, but that is not why I am disappointed.

In addition to that, there are no new models (Grukk does not count, as he was released in Stormclaw) and no new Codex announced that would address the current problems in the army that I find keep appearing every time I use my Orks. Again, this is not why I am disappointed.

This is why I am disappointed. What should have been done, was a complete rewrite of the Codex and rules. Here are just a few of the things I can think off the top of my head that would have made me support this purchase:

1) There should have been a formation that allowed you to take multiple Painboyz/Wierdboyz/Big Meks with bonuses for each model, as opposed to only one per core. Possibly with a 4++ Feel no Pain, harness psychic powers on 3+, have free Wargear respectively.

2) Ork Boyz should not have been six units in the Warband (or three in the case of the Goff Killmob). Some people want to run more, some people want to run less. Every other super-formation (e.g. Decurion, Warhost, Hunter Contingent) has always allowed flexibility in the amount of what units and how many you can bring for your core. For example, the Necron Decurion allows you to take an Overlord which can be swapped out for a number 0-2 Monoliths, 0-3 Lychguard, 1-4 units of Immortals 1-3 units of Tomb Blades and 2-8 units of Necron Warriors.The only flexibility Orks have across their core formations is exchanging the Nobz for Meganobz and the Warboss for Grukk.

3) General re-writes to the rules that support releases. Gorkanauts/Morkanauts should have been immune to the vehicle damage chart like super heavies are, being the same size as Imperial Knights that they are. Deff Dreads should have been immune to Crew Shaken/Stunned, as well as been able to put in squadrons. Considering your company is pushing sales of Ork Walkers, having rules that are good would tempt me to part with my money.

4) As for changes in the rules of the units themselves, there are far too many to go through, but here are a few.
[a]Three Nobz with Power Klaws are more expensive than three Meganobz, with considerably worse stats.
[b] Vehicles can purchase Stikkbombs, but most units already have Stikkbombs which renders the upgrade close to useless.
[c] Red Paint Jobs forfeit a turn of shooting just to move an extra inch.
[d] Nob Bikers are more expensive than Thunderwolf Cavalry, while having worse stats.
[e] Cybork bodies can be rendered obsolete simply by adding a Painboy or Mad Dok Grotsnik to a unit.
[f] Da Boss iz Watchin' should have been +/- 2 to Mob Rule. Although Mob Rule is in itself, a bad rule due to how it works, the current form of Da Boss iz Watchin basically renders the table moot, where a D6 of 2-5 automatically results in Squabble. Not everyone wants to run thirty boyz in a squad.

Despite this, none of what I have proposed, or even something to that effect, was implemented. So that leaves the question, what encourages me and a lot of other Ork players to spend their money on this release? Simply put, very little, if anything. To me, this release shows a clear lack of knowledge and/or interest in your game, as well as what your customers want.

Suffice to say, I have become disillusioned with your company and will not be supporting this purchase.


Their reply:
Spoiler:
Hello Joseph

Thank you so much for taking the time to put down your thoughts in this email regarding the latest Ork supplement, along with what are obviously very passionate suggestions for the future of the great Waaaaagh!

We do take all feedback very seriously from our customers, so this email has been passed on to the relevant heads of departments to look into. Whilst I cannot guarantee a reply from them, or any changes, I assure you that your email will be looked into.

Thanks again for your email, and should you need anything further, please let me know

Kind Regards


Sadly, cannot guarantee doth butter no parsnips!


That's very well written feedback! I really hope that they read some of those emails. I have sent some emails in the past as well, but always got the feeling that I was communicating with a brick wall.
   
Made in gb
Longtime Dakkanaut





UK

Well if we get super heavy orkanauts...you're welcome.

I'll you posted if I get any response from them.

YMDC = nightmare 
   
 
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