Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2018/10/27 19:34:01
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
!!Goffik Rocker!!
|
It's just a pity that's my favorite clan. Oh, well. Maybe snikrot would be decent for a small blood axe detachment. Doubt it but who knows.
Also, stormboyz get deepstrike now. Orks outgreyknighted grey knights.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 19:37:03
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Locked in the Tower of Amareo
|
You mean the grey knights who also all have deep strike native and thus are no worse off?-) Well except sucking as a whole. But deep strike wise their FA option not only can deep strike but can also do mini teleport mid game so more jumpy than stormboyz. So not sure what you mean by outgreyknighting greyknights.
|
2024 painted/bought: 109/109 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 19:53:52
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Battlewagon Driver with Charged Engine
|
Blood axe loota and tankbusta trukks get cover, if they can stay at the extremes of their range...very minor buff but something.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 20:04:34
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Locked in the Tower of Amareo
|
Yeh that's rather funny. That rule helps more of gunlines than assault armies. Reminds a lot of raven guard who are supposed to use stealth to get close to assault but turned into gunline army
All in all GW can make strong traits but inevitably they encourage armies that are all mixed up. Happened with marines, happened with eldars, happened here. IG has reasonable fluff=game except for oddity of catachan being one of the best tank regiments but that's minor compared to eldar/ork oddities. I'm tempted to just call the clans with different names. Evil suns become goffs etc.
|
This message was edited 1 time. Last update was at 2018/10/27 20:05:10
2024 painted/bought: 109/109 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 20:08:10
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Longtime Dakkanaut
|
From what Ive seen of the new codex we might be competitive but its going to not be nearly as powerful as we were hoping for. Boyz, KMKs, our characters and hell, even our Flashgitz got nerfed with price increases. Units that desperately needed a buff like Lootas and Burnas got nothing and units that were utterly useless like Warbikes only received marginal buffs. I think the only units ive seen which got decent points drops was the Kanz (Which don't get kultures) and Koptas. Fingers crossed the profiles for those units/weapons have drastically changed otherwise its GG for most of the stuff we needed.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 20:14:37
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Locked in the Tower of Amareo
|
Codex: Tellyporta. Seems that's the thing that keeps this codex held at all. Pity if you would like other kind of army and is step over from how orks are portrayed. Yes they have had teleporting though in large scale only in armageddon but it's never been described as the MAIN way every ork army uses so would be annoying if that's the only way to field orks which sure looks like.
|
2024 painted/bought: 109/109 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 20:27:25
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Longtime Dakkanaut
|
Yup, this is going to be the Evil sunz edition where you bum rush things forward as quickly as possible so turn 2 you can hit them with the behind the lines charge via teleporta/Da Jump, and maybe Kommando/Stormboyz. Because our gun lines look like they got worse, I don't see KMKs being better when they cost almost 50% more, I really don't see Lootas doing anything unless they've changed their profiles so their weapons do more without having to spend CP every turn.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 20:30:01
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
!!Goffik Rocker!!
|
So, the only shooty option left are trukkbustas? Automatically Appended Next Post: What about the new buggies, are they really that expensive pointwise?
|
This message was edited 1 time. Last update was at 2018/10/27 20:31:22
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 20:32:22
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Flashy Flashgitz
|
SemperMortis wrote:From what Ive seen of the new codex we might be competitive but its going to not be nearly as powerful as we were hoping for. Boyz, KMKs, our characters and hell, even our Flashgitz got nerfed with price increases. Units that desperately needed a buff like Lootas and Burnas got nothing and units that were utterly useless like Warbikes only received marginal buffs. I think the only units ive seen which got decent points drops was the Kanz (Which don't get kultures) and Koptas. Fingers crossed the profiles for those units/weapons have drastically changed otherwise its GG for most of the stuff we needed.
Boyz definitely got a buff, 7ppm is a bargain for deepstrike, tide of traitors, fight twice, and one of +1move/ str/ fnp/invuln/rerolls. However, KMK are indeed dead, they are 65 points, no grot crew. Traktor kannons look tasty instead there to replace though. And yeah, poor ghaz got a bump? Shame. Bunch of random bumps as well, runtherd and flashgitz? Okay...
Without thinking really too hard, green tide is probably still going to be the best list lol. But yeah there are more options for casual play now for sure. Deepstrike 3x105ppm deff dreads is exciting?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 20:39:38
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Locked in the Tower of Amareo
|
Boyz might have got buff compared to index IF you use deepstrike. But when you compare index boyz vs index others and codex boyz vs codex others it's nerfs. Others got strategems, traits etc for free or point costs. Fine if boyz were broken in index vs index but they were below average anyway.
But problem with deep striking boyz is...why not just DS something better instead? Can't DS all anyway so better stuff in DS and then backfield objective campers and boyz suck now in that compared to grots.
Non DS boyz just die before getting anywhere. They were shot before, there's 16% less of them now so get shot even more. And DS boys only work with evil sun as 9" charge is just too unreliable. 50-50 do you get to charge(vs chaff) or are you just deleted just like that.
|
This message was edited 1 time. Last update was at 2018/10/27 20:40:39
2024 painted/bought: 109/109 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 20:51:09
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Nasty Nob
|
tneva82 wrote:Fine if boyz were broken in index vs index but they were below average anyway.
They absolute were not. They carried the ark army on their backs almost single handedly.
|
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.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 20:51:12
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Longtime Dakkanaut
|
hollow one wrote:SemperMortis wrote:From what Ive seen of the new codex we might be competitive but its going to not be nearly as powerful as we were hoping for. Boyz, KMKs, our characters and hell, even our Flashgitz got nerfed with price increases. Units that desperately needed a buff like Lootas and Burnas got nothing and units that were utterly useless like Warbikes only received marginal buffs. I think the only units ive seen which got decent points drops was the Kanz (Which don't get kultures) and Koptas. Fingers crossed the profiles for those units/weapons have drastically changed otherwise its GG for most of the stuff we needed.
Boyz definitely got a buff, 7ppm is a bargain for deepstrike, tide of traitors, fight twice, and one of +1move/ str/ fnp/invuln/rerolls. However, KMK are indeed dead, they are 65 points, no grot crew. Traktor kannons look tasty instead there to replace though. And yeah, poor ghaz got a bump? Shame. Bunch of random bumps as well, runtherd and flashgitz? Okay...
Without thinking really too hard, green tide is probably still going to be the best list lol. But yeah there are more options for casual play now for sure. Deepstrike 3x105ppm deff dreads is exciting?
6+ FNP is crap because of the points increase. you increase cost by 16.6% and then make them 16.6% more durable, that is not a buff its a nerf, especially when you factor in multi damage weapons. +1 move....you mean like we had in 7th, 6th, 5th, 4th .....basically forever? We used to have boyz moving 6 not 5, so its again a minor buff which is cancelled out by the increase in price. Strength costs CP, invuln is meh as again, you save a few more boyz but your cost went up so badly that it is a nerf.
Not saying they are nerfed into uselessness I am just saying boyz in general got nerfed.
Overall, I am just not getting warm fuzzies like I was hoping I would. Automatically Appended Next Post: davou wrote:tneva82 wrote:Fine if boyz were broken in index vs index but they were below average anyway.
They absolute were not. They carried the ark army on their backs almost single handedly.
I actually agree with you. boyz were either average or slightly above average. The real benefit was we could take fethloads of them for so cheap and use them to drown targets.
|
This message was edited 1 time. Last update was at 2018/10/27 20:52:25
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 20:53:44
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Locked in the Tower of Amareo
|
SemperMortis wrote:6+ FNP is crap because of the points increase. you increase cost by 16.6% and then make them 16.6% more durable, that is not a buff its a nerf, especially when you factor in multi damage weapons. +1 move....you mean like we had in 7th, 6th, 5th, 4th .....basically forever? We used to have boyz moving 6 not 5, so its again a minor buff which is cancelled out by the increase in price. Strength costs CP, invuln is meh as again, you save a few more boyz but your cost went up so badly that it is a nerf.
Not saying they are nerfed into uselessness I am just saying boyz in general got nerfed.
Overall, I am just not getting warm fuzzies like I was hoping I would.
6+++ which isn't even 16% buff and which you could already have anyway before so...
Foot slogging boyz did get nerfed to death. Grots do their job better now. If you want boys paint 'em red&yellow and put on tellyporta. You can fit 4 such units maximum if you are happy with just boys tellyporting it.
|
2024 painted/bought: 109/109 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 20:58:23
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Enigmatic Chaos Sorcerer
|
Has anyone caught a screen cap of exactly how the Traktor Cannon works now?
|
BlaxicanX wrote:A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 21:00:08
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Locked in the Tower of Amareo
|
davou wrote:tneva82 wrote:Fine if boyz were broken in index vs index but they were below average anyway.
They absolute were not. They carried the ark army on their backs almost single handedly.
Uhm you make same mistake idiots at the GW do confusing least sucky unit with good unit. STOMPA would be taken in mass if grots were 100 pts a model and were one of the ork's best units. Wouldn't make stompa a good option though....
Just because boyz were only hope of avoiding wipeout by either game ending prematuredly or oppoent rolling mega bad doesn't make unit actually good. They are so bad that spamming TACTICAL MARINES would give boyz swarm run for it's money and tactical marines are hardly optimal unit either...
Just because unit is best of the bad doesn't mean it's good. At least if you are looking at external balance. Sure it might be brokenly good within codex but if compared to other factions it's still bad it doesn't mean you nerf it but help the bad units.
What happened is that boyz got nerfed to uselessness unless you DS them but for DS there's better units so ork players will rush to buy new models to DS and abandon boys. Funny that. GW changing purchase patterns resulting in army that is still sub-average hoping mostly to avoid wipeouts. Only thing happened was one style was changed to other. Internal and external balance is still a mess but GW got players to buy new kind of units. Just as planned.
|
2024 painted/bought: 109/109 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 21:02:33
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Battlewagon Driver with Charged Engine
|
davou wrote:tneva82 wrote:Fine if boyz were broken in index vs index but they were below average anyway.
They absolute were not. They carried the ark army on their backs almost single handedly.
Yes.
Yes they did.
They carried the orks to their graves, not to victory.
You get that, right?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 21:28:06
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Dakka Veteran
|
As much as I love seeing ork teleportin’ teknology finally represented on the field, and absolutely love the thought of teleporting dreads, nauts, and others;
Take away Tellyporta. Take away Da Jump. Take away +1a for 20+ Boyz.
Give Orks a non-gimmicky playstyle, and let them have a real codex, full of options. A real way to get across the field.
As it stands right now, this codex is previewed to have one playstyle; tellyport/deepstrike what you can, and run the rest across the field and try to get into combat t1, t2 at the absolute latest.
I get it, Orks are the melee faction - and there’s nothing wrong with that. But, I want to take other units; I want to take shooty Orks, I want to have different playstyle options.
But it’s ok, at least we can teleport squads of mechs. One fun light in an otherwise questionable codex.
Orks had ONE playstyle; and you know what, rest of index be suck, at least that playstyle was fluffy as hell - Green Tide.
But now, that’s not looking to be viable. ffs
|
This message was edited 4 times. Last update was at 2018/10/27 21:49:14
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 21:32:24
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Locked in the Tower of Amareo
|
Yep they just switched the viable playstyle(while still leaving it worse than other codexes). From greentide to tellyporta spam. Internal balance is still all wonky with uncompetive units left uncompetive and semi decent nerfed.
Good if you had already evil sun walkers and traktor kannons. If not time to buy some. Guessing not many had those(in particular traktor kannons. First time that is sensible choise)
|
2024 painted/bought: 109/109 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 21:37:13
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Longtime Dakkanaut
|
tneva82 wrote:Yep they just switched the viable playstyle(while still leaving it worse than other codexes). From greentide to tellyporta spam. Internal balance is still all wonky with uncompetive units left uncompetive and semi decent nerfed.
Good if you had already evil sun walkers and traktor kannons. If not time to buy some. Guessing not many had those(in particular traktor kannons. First time that is sensible choise)
Well i'll finally have a reason to buy that Gorkanaut i wanted to get back in 7th. Now all I need is a Stompa to complete my Walker list (12 kanz 3 dreadz 2 nautz and 1 Stompa)
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 22:17:11
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Pyromaniac Hellhound Pilot
|
Anyone know how the grot meatshield rule works? Could be a very powerful option for screening first turn death.
And are stormboyz still 8pts? If so, no reason to run Boyz at 7 until you've maxed stormboyz.
Sad to hear there haven't been more points drops.
Looking forward to watching these previews to get to grips with the changes!
|
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 22:18:57
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Flashy Flashgitz
|
DoomMouse wrote:Anyone know how the grot meatshield rule works? Could be a very powerful option for screening first turn death.
And are stormboyz still 8pts? If so, no reason to run Boyz at 7 until you've maxed stormboyz.
Sad to hear there haven't been more points drops.
Looking forward to watching these previews to get to grips with the changes!
When you take a wound, 2+ the grot dies instead. You take the saves on the boyz first. Grots have to be closer to the enemy.
Stormboyz are 9, they now have deepstrike built in.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 22:22:20
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Waaagh! Warbiker
|
How are people feeling about loadouts on boys now with the clans spoiled? I dont think that the bulk of the strats have been spoiled yet, Anything that would encourage shootas over choppas or vice versa?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/27 22:38:22
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Longtime Dakkanaut
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/28 00:24:01
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Been Around the Block
|
How we rating the buggies overall? Any stand outs, or all a bit meh?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/28 01:29:14
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Regular Dakkanaut
|
I just wanted to field my looted wagon again. So much for that. F@!k You GW
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/28 03:03:02
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Dakka Veteran
Australia
|
Am I reading those points right? No more mega amrored warboss?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/28 03:05:20
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Battlewagon Driver with Charged Engine
|
Eonfuzz wrote:Am I reading those points right? No more mega amrored warboss?
Yep. He Dead.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/28 05:18:48
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Nasty Nob
|
'Bonebreaka' under heavy support
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/28 06:25:50
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Locked in the Tower of Amareo
|
DoomMouse wrote:Anyone know how the grot meatshield rule works? Could be a very powerful option for screening first turn death.
And are stormboyz still 8pts? If so, no reason to run Boyz at 7 until you've maxed stormboyz.
Sad to hear there haven't been more points drops.
Looking forward to watching these previews to get to grips with the changes!
9 pts for stormboyz. Automatically Appended Next Post: Dr.Duck wrote:How are people feeling about loadouts on boys now with the clans spoiled? I dont think that the bulk of the strats have been spoiled yet, Anything that would encourage shootas over choppas or vice versa?
Shootas were already useful to have around. 2 shots at 5+ is better than 1 attack at 3+. Pistol of course adds but range meant not all could shoot. Generally I have found when I assault I don't need to advance before(I'm close enough). And of course for da jump it's been all shoota as go to. 9"+ so having all pistols into same unit is hard to fit and 50-50 do you charge so if you don't charge but can at least shoot. Oh and you don't neccessarily want to shoot the closest unit as that means often pushing charge from 9" to 10" or more so more range adds up to more options. And 30 boyz tends to kill target anyway choppa or not.
It's not all shoota all day but it's worth to have some. Enough for me. Oh and DDD does help here. Automatically Appended Next Post: Eonfuzz wrote:Am I reading those points right? No more mega amrored warboss?
Except for index version correct.
|
This message was edited 2 times. Last update was at 2018/10/28 06:29:46
2024 painted/bought: 109/109 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/10/28 06:45:54
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Nasty Nob
|
All of my planes and walkers should choose Deffskullz, change my mind?
Maybe Bad Moonz on a Dakkajet?
Vehicles that have weapons with numerous shots, choose Bad Moonz, vehicles that shoot less then 6 shots, use Deff Skullz?
Melee units in a transport with numerous attacks should use Goffs?
Footslogging gitz should be Evil Sunz?
Should Transports use Blood Axe, Deffskullz, or Snake Bitz?
|
This message was edited 3 times. Last update was at 2018/10/28 06:52:42
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. |
|
 |
 |
|