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Made in us
Battle Tested Karist Trooper





Central Coast, California

Not that I expect this to happen or anything, but the Boyz and (and Boys for fantasy), are getting a little long in the tooth...I know the 40K sprue got a retooling a few years back, but they didn't update the model sculpts at all...It would be nice if the Orks/Orruks. got a little bit of a face lift.

   
Made in us
Regular Dakkanaut




This ship has sailed long ago, but I think Orks would be more interesting if they went back to their more balanced stats of RT and second edition 4+ws and 4+bs. CC oriented lists could still focus that way with equipment and list comp, but shooting lists could become more viable. Could also slow specialization, i.e. Shoota boys 4+ws 4+bs and choppa boys 3+ws and 5+bs.

Also GW needs to re sculpt the standard Ork boyz. The newer ork sculpts look so much better. The ork boyz sculpts are over 20 years old and it shows.

This message was edited 1 time. Last update was at 2018/07/10 20:56:41


 
   
Made in us
Mutilatin' Mad Dok





Georgia

 Fango wrote:
Not that I expect this to happen or anything, but the Boyz and (and Boys for fantasy), are getting a little long in the tooth...I know the 40K sprue got a retooling a few years back, but they didn't update the model sculpts at all...It would be nice if the Orks/Orruks. got a little bit of a face lift.


On the one hand I'd basically have to lie down and cry because it means painting up a whole new batch of 100 boyz, but if it looks good (mostly by making them not have that stupid jutting butt) I'd have to go with it.

"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 de
Waaagh! Warbiker





Sweden

Moriarty wrote:
 jhnbrg wrote:
Moriarty wrote:
Hi, just thought I’d throw my two teef in.

My armies are RT era, square bases for fantasy and 25mm round for sci fi. Played in store, in house, in club, in competitions, never had a problem (‘cept that one who asked if mine was a Grot army. Git.)

Just saying.


How do you add miniatures to the armies? Do you have pictures?


Hi,

ebay is your friend, here, and you'd be surprised at how many RT minis come out of the woodwork once word gets around. 'Here, you can have these, they were in the back of the cupboard' sort of thing.

Have pics of the Orks on LAF:

http://leadadventureforum.com/index.php?action=gallery;su=user;cat=1133;u=1567

Cheers,

M.


I love those old sculpts, so much character! Thanks for showing them.
I have lost most of mine through the years but i still have a bunch of the old chaos renegades.

But i still cant see how i could continue to grow my collection with new miniatures without rebasing the lot. I did a quick calculation and just the bases and basing material would be something like 150-200 euro.


 
   
Made in us
Regular Dakkanaut





The standard boyz do look pretty good on 32mm's. They also don't fall over nearly as much.

Spoiler:

   
Made in us
Krazed Killa Kan






Either/Or wrote:
The newer ork sculpts look so much better..


That's a negative, ghost rider.

The only good ones of late late have been the gits, the mek boy and Grukk.

The new ironjaw and savage orc sculpts scare me. Their faces are all angular and weird and dont have the same quality to them as the classic ork faces. It looks like they're all sculpted in a computer program.

The horrible angular butt joint notwithstanding, the oldschool ork faces are da best. Even the old classic ork warboss with big choppa and the attack squig warboss are some of the best designed ever.

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. 
   
Made in gb
Rough Rider with Boomstick






Off the shoulder of Orion

Couldn’t agree more TedNugent - the current 40k ork faces are far superior to what we have seen from the AOS orruk range. I’d be seriously disappointed if they applied that design ethos to our Orks

Get Brian Nelson back or go home!

My Collected Narrative Photo Battle Reports

http://www.dakkadakka.com/wiki/en/Gordy2000%27s_Battle_Reports

Thanks to Thor 665 for putting together the article
 
   
Made in us
Regular Dakkanaut




 TedNugent wrote:
Either/Or wrote:
The newer ork sculpts look so much better..


That's a negative, ghost rider.

The only good ones of late late have been the gits, the mek boy and Grukk.

The new ironjaw and savage orc sculpts scare me. Their faces are all angular and weird and dont have the same quality to them as the classic ork faces. It looks like they're all sculpted in a computer program.

The horrible angular butt joint notwithstanding, the oldschool ork faces are da best. Even the old classic ork warboss with big choppa and the attack squig warboss are some of the best designed ever.


Those were the new sculpts I was thinking (shokk attack gun and nobs aren't bad too). I hadn't considered the AOS orcs. They are like Orks minus joy. Not bad per se, just not the same planet as 40k orks in my mind.

I miss the 'Ere We Go! Era ork aesthetic.

This message was edited 1 time. Last update was at 2018/07/11 06:08:10


 
   
Made in vn
Battlefortress Driver with Krusha Wheel






This is what I'm saying. Orks became their own thing and were unique compared to Orcs. Orcs were just dumb bad guys, the Orks were heavy metal English insane geniuses! (Coming from Northern England where a lot of people's spoke like Orks I think might makeme realte to them more). And the great thing about 40k is that Orcs did exist for people who just wanted fantasy sci fi orks (they are called snakebites... so everyone was happy). But a lot of the new 40k players just want that angry looking bad guy Orc fantasy range to be the main defining trait of orks and I honestly think a lot of the 40k devs just see Orks as space fantasy Orcs so always get really confused when wpthe Ork player base gets angry at them for doing that. They sit in a room and think "But we made Orcs in space, isn't that what they are? I do not get it!"

As for the 32mm Ork boyz... I disagree. I don't like the size of the base, it puts too much emphasis on the boyz and separates them way too much we so much empty space. Would love to see a picture of 200 boyz on 32mm bases so see what it looked lioe because I feel it won't feel orky at all. Ork boyz are just like guardsmen. They're a tightly packed single minded weapon. When you have them on 25mm they feel like they're all jumping over each other to get to their goal. 32mm just feels too regimented. The nobz look good on the bases though and I myself always base my Nobz on a 32mm or a 40mm (I can't remember) even if they're the leader of the squad.

This message was edited 2 times. Last update was at 2018/07/11 06:52:54


 
   
Made in us
Sister Oh-So Repentia





I've always thought that 40k Orks were viewed by GW as something closer to Space Skaven then Space Orcs. All the crazy tech that often blows itself up, kunnin thinkers, silly characters, the weird caste systems they are born into, etc. They definitely don't feel like faceless Fantasy Orcs at all.
   
Made in gb
Dakka Veteran




 Gordy2000 wrote:
Couldn’t agree more TedNugent - the current 40k ork faces are far superior to what we have seen from the AOS orruk range. I’d be seriously disappointed if they applied that design ethos to our Orks

Get Brian Nelson back or go home!


He sculpted the AoS Megaboss, which is the basis of the Ironjaw range.
   
Made in ie
Norn Queen






Dublin, Ireland

Requesting a lock on this one - its pure discussion and wishlisting at this stage.
Clicking in every other day to see zero actual updates or news or pics is a bit tedious.....

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in vn
Battlefortress Driver with Krusha Wheel






 Malkyr wrote:
I've always thought that 40k Orks were viewed by GW as something closer to Space Skaven then Space Orcs. All the crazy tech that often blows itself up, kunnin thinkers, silly characters, the weird caste systems they are born into, etc. They definitely don't feel like faceless Fantasy Orcs at all.


That's what I said. They do not feel like faceless fantasy orks. They feel unique and have become their own thing but I fear GW or the newer 40k fans see them as faceless fantasy orks. You have no idea how many conversatios I've had with 40k players (even ork players) who think this or watched a 10 min video on lore taken from 7th edition codex and believed Orks are just dumb Orks who only have tecknolgy work because they believe in it like some dumb 3 year old wishing to a fairy. Ork tecknolgy works because it works... a single mek with no waaagh powers can go out there and make a moon smash into a planet. But give that mek a few billion orks next to him who all want to see the moon smash into a planet then that moon will smash through the planet and into 3 others on its way to the sun.

I know this is going off topic but I kinda feel it's my duty to help people understand orks more so here is a greta analysis of Waaagh powers and how they work (prepare for a long read my friends):
Spoiler:
“Gork and Mork stirred and a wave of fear passed through the warp. Suicide and incidence of violent crime climbed steeply. On Icholbar an Astropath screamed and threw himself from the balcony of a skyscraper apartment, yelling that his people were doomed. On the craftworld Hope of Other Days, an Eldar philosopher stopped listening to the atonal music of his waterchimes and began composing his death-haiku. On distant Earth, a living corpse in a golden throne opened eyes that held fear for the first time in centuries.” Extract from In The Warp Something Stirred, Waaargh! The Orks, pg.71

Waaagh Energy is a potent thing in the Ork’s arsenal. I’d actually argue it is the most potent and misunderstood concept in the whole of the Ork pantheon. It has such vastly wide consequences I need to discuss it in 3 chapters, and no doubt it’ll come up as a topic numerous times over the course of the whole series.

All Orkoids are slightly psychic. Their connection to the warp is extremely strong, and their unflinching beliefs produce the immensely powerful warp reflection of Gork and Mork, the Ork gods, who unerringly romp throughout the Warp beating up every other god and always triumphing. Gork and Mork will come up again later in the series, but the issue of how the Gods were created is the key to understanding the Waaagh, and some of the potential it has.

The quote supplied above (and how awesome is it) was something I thought was merely another in a long line of “Staffer Hearsay”: cool stories that come from somewhere that is most likely the Universe of Made Up Crap. But to my surprise, I found it in the story In The Warp Something Stirred (which is possibly the best example of understatement in all of 40k) in Waaargh! The Orks. The story tells of the first Waa-Ork (which is what Waaargh! The Orks calls a Waaagh!), which creates both the psychic awakening of the whole Orkoid race, but also the two Ork Gods. What spawns this magnificent revolution? A Mek deciding, for the first time, to build a gargant. The psychic energy produced by that realisation is enough to briefly wake the Emperor from a state of quite profound death.

Waaagh Energy and an actual Waaagh! are entirely the same thing. Waaagh Energy is the psychic build-up, a melting pot of the subconscious psychic energy of a group of Orkoids. The more Orkoids there are, and the more aggressive they are, the more powerful the energy. It’s the reason Orks grow big, it’s the reason Squigs fill the societal needs they do, and it’s the reason that Ork Society works the way it does. With Waaagh Energy, there is virtually nothing the Orks cannot do.

Orks have a can-do philosophy. Orks don’t worry about their problems, or about failure, they just try something different until the difficulty is overcome. As they go about their existence, the Orkoid psychic subconscious ensures that this philosophy works. If the Ork wants to take over the Warband, he toughens up. If he wants to build something, by fiddling about and not knowing what he’s doing, he’ll build it. It isn’t completely flawless, but the Waaagh Energy will make the desired outcome at least possible, if the right conditions are in place.

What are the right conditions? Well, we’ll come back to this in part 2, but Waaagh Energy does have its limits, most of the time. The limitation is the imagination, or common perception of Orkoids, as well as reality itself. I can see some arguments about how this system can be abused, but it’s virtually impossible. If an Ork doesn’t believe something possible, it won’t happen. Remember that Waaagh Energy is wholly subconscious. So its limits are self-imposed. There are many things Orks wouldn’t bother with, and they adhere to various schools of thought that regulate their behaviour, such as Clan Affiliations, or just the Orky outlook in general. So, whilst the possibilities of Waaagh Energy are infinite, their actual potential is dependent on the outlook of the Orkoids that foster it. If an Ork, for instance, believes Blue to be a lucky colour, it is unlikely that they’d immediately conclude that pink is luckier without some significant influence upon their outlook.

Orks are probably the least imaginative of all the Orkoids, perhaps of the entire 40k universe, so Ork society has to get around to certain ideas usually by accident, tradition, or in response to stimuli from encountering other races. This regulates Waaagh Energy uses quite well, but also allows it to be scaled up, as needed. Thus Orks actually get a lot better in every way if they have a good opponent, because their expansion is based upon reacting to their stimulus, rather than relying on the basic Ork societal programming.

As a side note here, one could be led to conclude that Orks actually need war to enhance their society, and their very species. Without much of a complex history, or an overly imaginative and dynamic society, Orks need stimulus to draw from, so if the Orks find themselves a good opponent or two, they’ll learn from them how to be more successful. When your outlook and biology is purely based on survival, you will need survival to be more of a challenge to truly improve at it.

Waaagh Energy is also the likely candidate for what controls the sporing process. Orkoids form their own eco-system, wherever they go. The 3 greenskin hierarchy forms the basis of Ork society, whilst the Squigs play havoc with the local environment, as well as evolving to suit societal needs. The sporing process works like clockwork, filling in gaps, slowly building up the Orkoid Species from nothing into everything, releasing spores at the same time, regressing development to produce new Orkoids, and so on. What on earth controls all this? The Waaagh! of course.

The Orkoids’ subconscious psychic resonance is constant at any state of development , providing the impetus to biological processes. Taken as a whole, this resonance is able to cater for all the biological and social needs of Ork society as a whole. Viewed this way, it’s hard not to view Orkoid culture as a gestalt entity; acting as one uniting concept, yet being a vastly diversified culture with four separate species working towards the benefit of them all. It doesn’t always work out, but the potential for the process is always there, in every, single spore.

This psychic energy is also used in battle. We will go into more detail regarding its more subtle uses and such in Chapter 4 (when we’ll really get to the big misconceptions), but the main usage it sees in battle is the Power of Waaagh! and when in use by the Ork pskyers, namely Weirdboyz.

Before continuing, it is worth noting that there is no difference between the two different examples and how they manifest. All Orkoid psychic energy is resonance, and this resonance is itself the Waaagh!, it just varies as to how pronounced, or even aggressive it is. An Orkoid might not even be vaguely aware of its presence, but even the most minute to the most blatant application of this psychic energy comes from precisely the same source.

The Waaagh! is the most potent example of this phenomena. It is the peak of a build up of energy. Almost all Orks build up to this moment, and when the moment finally arrives all that energy and effort used to get to that moment is released simultaneously, to such a powerful extent that it can only be verbally expressed by its very words, and that expression is unlikely to be subtle.

The Waaagh! is resonance at its least subtle. An Ork will particularly feel the effects of its powers, overcome by a lust for glory and battle. It will help them toughen up; it will speed them up and even give them fortune at vital moments. It also gives the ability for a powerful Warboss to instantly unify and concentrate the attentions of hundreds, perhaps thousands or millions of Orkoids into a single objective.

This psychic energy is a virtual constant, and exists in every Orkoid. It can be tapped into specially gifted Orks called Weirdboyz, who tap into that reserve of power and manifest it in psychic attacks and energy. By rights, Ork Weirdboyz should have the most powerful psychic powers in the game, at least by nature of raw power. Because they’re tapping not only from the Warp as other psykers do, but from a race who are all psychically endowed and virtually unified by belief.

Whereas all other races and powers often run into problems because their faithful themselves have flawed and limited convictions, an Ork simply never bothers with such concerns, and their beliefs are unflinching. The Powers of Chaos, for instance, can be undermined, or enhanced, by doubt. Gretchin are a very doubtful race, or at least fatalistic by their very nature, but they generally have faith in their masters, and fully accept that Orks will win.

It should be stated, perhaps even overstated, that Psychic Energy isn’t unstoppable. It still answers to the reality of 40k as much as anything else, and Waaagh energy can only be expected to bend that reality in very narrow instances. If we use an odd analogy, Ork’s unflinching belief mixed with psychic resonance would not make Orks always roll 6s, even if there might be some slight psychic influence so that all Ork players on our planet do indeed roll more 6s than Beakie players, let’s say, it wouldn’t be all the time. There might be a small moment in time when Orks are under the muster of a particularly powerful Ork Warlord that this maxim was possible for a particular endeavour; at least now we know why Ghaz’ ‘Prophet of the Waaagh!’ rule works.

An Ork with very strong psychic abilities and an inclination for survival is still going to look woeful after his head gets hit by a bolter round; it’s just before that he may have managed to run the distance of several football pitches without slowing down, and bringing a large choppa to bear that could even possibly put an unpleasant mark on a tank. Sadly his imagination didn’t really stretch to a rocket-propelled explosive shell heading towards his face, and reality could be bothered to contradict the possibility.

In spite of this, there’s not a single thing in the Ork fluff that Orks or any Orkoid has achieved without some help from psychic resonance. It is the invisible hand that helps guide the Orkoids to their many successes, and even those inevitable failures; but it’ll still be there to pick them up afterwards (not that they’ll need it). Over the course of the next two chapters, we are going to explore this odd relationship even further. Chapter 4 (Part 2) will discuss the main misconceptions of resonance (and I promise to completely resolve one of them once and for all) and Chapter 5 (Part 3) will go into a little speculation about the biggest misconception about resonance, that resonance is somehow limited to Orks.

Resonance (Part 2): Ork Guns Don’t Work Just Because They Think They Do (and other misconceptions about resonance)
“However, disturbing as it sounds, these ‘facts’ become true. Red Ork vehicles do travel perceptibly faster than those of other colours, even when all other design aspects are nominally the same. Similarly, many captured Ork weapons and items of equipment should not work, and indeed do not work unless wielded by an Ork. I believe this is linked to the strong psychic aura surrounding all Orkoids and have developed the Anzion Theorem of Orkoid Mechamorphic Resonant Kinetics. I theorise that many Orks themselves think that they should work. The strong telekinetic abilities of the Orks’ subconscious somehow ensure that the machinery or weaponry functions as desired.”
(The “Other” Anzion Article, 3rd Edition Ork Codex, pg.48)

Almost all misconceptions in fiction are based upon a general misreading of a particular feature within it. It’s usually a blank, sweeping generalisation of something, usually acquired by taking a literal, unimaginative (and often incomplete) conclusion based upon only what is emphatically said, and/or taken from currently given examples. This is what I like to call stroking the canon. Most fanboys do it constantly, and there’s an easy way to spot it, just look for a moment when any fanboy says: “No, X wouldn’t do that…” That’s usually a good indicator that what they really mean is: “I have no imagination. I need this to be untrue because it rocks what little certainty remains in my life.”

We’re all probably guilty of this from time to time, usually unconsciously. Certainly, not every statement that claims a fictional entity can’t do something is wrong, because much of fiction relies on people intrinsically understanding things that are quite well (sometimes even rigidly) defined. But one should always be wary. A writer sometimes expects you to read between the lines, and take logical conclusions. There are many debates on the internet, that spout from the apparent logical paradoxes of actions committed, usually by characters or factions in fictional works, as if the only sensible solution they can come up with is the one characters are always going to arrive at, even in stressful situations.

It also pays if you actually truly understand the character or faction you’re ranting about.

So this leads me quite well to resonance. Resonance plays host for a myriad of quite horrific misconceptions, and is famously quite bad for confusing people, or being such an unknown entity that some 40k fans aren’t even aware that the fictional device exists at all! By far the worst of it though, is those who know it quite well, and use it with tiresome regularity as evidence that Orks suck, are stupid, or don’t make sense. Tonight, I will provide all Ork fans with the final and clinching argument that ends all of this nonsense, and to those who have used said argument, a quite thorough literal thrashing. Because anyone who says Ork guns only work because Orks think they do (what TV Tropes terms “Clap Your Hands If You Believe”) is actually wrong.

The key to understanding this particular misconception is actually the key to understanding the Orks.

Before we deal with the misconception, we should discuss why such a conclusion could be made. As I mentioned previously, all Orks are slightly psychic, and Orks utilise this energy via resonance, which controls various aspects of their biological processes (notably growth and replication), as well as assisting their existence by promoting success.

In addition to the benefits of the Waaagh! , resonance also has a massive impact upon the day-to-day needs and beliefs of Orkoids. Orkoid Resonance doesn’t actually stop working, and it is actually a constant that most likely affects all Orkoids in various ways throughout their existence: shaping, aiding and controlling the Orkoids’ progression in Ork society. The two best known of these applications are Orkoid Weapons and the infamous Red Paint Job.

The concept of Red Wunz Go Fasta will be well known to most Ork Players, and most likely most 40k players. How and why it works is all down to resonance, an aspect of which mentioned in the second Anzion article from the 3rd Edition Ork Codex (see Chapter quote above), and is termed: the Anzion Theorem of Orkoid Mechamorphic Resonant Kinetics. Quite hilariously pompous, but shortened to Mechamorphic Resonance, it can be somewhat functional.

As is explained in the article, its origins are likely quite innocent, with an imperceptible change in speed between two vehicles, one of which was red. Likewise it could also spring from ideas promoted by Evil Sunz and/or the Cult of Speed, trying to suggest that their vehicles were faster, or more likely they adopted red vehicles because they were indeed faster. One could theorise the origins of the true adage until the Squiggoths turn up, but it works for the Orks just the same.

Some people think that Andy Chambers invented this for 3rd Edition. This is partly right, Andy C probably was responsible for it, but the concept itself is as old as Rogue Trader, being mentioned in Waaargh The Orks! (like pretty much everything else, aside of sporing). Although the clear explanation is a 3rd Ed invention, it’s likely that the characteristics of Waaagh Energy were clanking around in Andy’s deranged mind for the many years it took him to get it down on paper.

So, as we know from last time, resonance responds to the belief and perceptions of Orkoids. If those perceptions are common enough, they start to actually happen on a massive and universal scale. So once all Orkdom was convinced that Red Vehicles are indeed faster because they are red, it becomes a constant truism for Orks. But as mentioned last time, that perception has to have originally been ground in some form of reality or otherwise the Orks would have never believed it. Orks can make quite fanciful conclusions, but they don’t get them from nowhere. They need something to conclude from.

Thus we are led to the major misconception. It is true that resonance plays a big role in how most Ork technology works. Orks are by and large “can-do” thinkers, not exactly optimistic, just not pessimistic. Thus the concept of failure is something Orks don’t think about, so resonance is merely helping to eliminate the likelihood of failure. Bear in mind that this wont always work, because Orks have to be convinced of its value, and reality is going to rear its ugly head quite often (take note of the fact that Orks can be killed, which shows that realism is still there; no Ork expects, wants or believes they are going to die, yet invariably will, in spite of resonance). Orks have a tendency towards some rationalism, so it is unlikely that Orks would suddenly be able to teleport, or master anti-gravity. Bear these limits in mind, because they’re important.

The Anzion Resonance Article mentions that Ork weapons don’t really work without Orks being there. This is technically true, but there are a number of important distinctions to bear in mind. Not bearing said distinctions in mind leads to the quantum leap that Ork weapons and technology only works because they think it does. Sadly said conclusion is based purely on ignorance of the fluff.

Taking note of where the offending fluff comes from is the first important distinction. Because it notes quite clearly that Meks are spored with an inherent knowledge of “basic physics and mechanical engineering theory”, so even if Meks are completely unaware of what they are building and how they built it, it seems likely that their understanding is at least intuitive enough to be mostly efficient and workable. So it would seem pretty rash to conclude from the fluff that Meks can’t actually build anything, and that an Ork gun is a rusty pipe and a stick held together with gaffer tape. It’s as likely to be as good attempt at a gun as any other engineer with a flair for building would do.

So, Ork technology can plausibly work. Thus it is already clear that the claim of belief being the only factor is clearly wrong. Then if you include the idea even mentioned in the example for the Red Paint Job in the same article (again), you are faced with the fact that something had to form a realistic influence (i.e. a red vehicle perceptively went faster for some unforeseen technical reason than a non-red vehicle) in order for the perception to be enforced by resonance; so at one point a Mek presumably managed to replicate the affect of a weapon that they encountered, or originally used, and at some point it actually stopped mattering whether the technology all worked or not.

Besides, it’s not as if the Imperials are any better. Let’s look at their lasguns.

Psychic resonance on Ork weapons is a fundamental aspect of Ork construction. Psychic energy is channelled from the powers of the warp. Other races channel the warp as a power source, creating warp engines and so forth. If Orks are the only means by which their technology gains that empowerment, then to say that Orks believe stuff works merely because they think they do, is to take a battery out of a torch and expect it to work on its own.

Aside of the fact that this is a real life example versus a fictional one, the point is twofold: Of course, the torch won’t work, so therefore the maxim is true, surely? But that’s just it, the maxim is just as much wrong. Because with or without a battery, you still have a torch. The fact humans have a battery rather than the power of belief is no difference. A Battery is a maguffin that makes something work, and so too in the fictional universe of 40k is waaagh energy. If belief is reflected in psychic resonance, and that resonance can be channelled into making things work, it is a power source in the same way that atomic energy is. So it is only absurd in that it is fictional, and in its own context (i.e. fiction) such a consideration is irrelevant.

Although I doubt the powering up of your battery caused a dead man’s eyes to open and caused a psychic space explorer to jump to his death, did it? You thought your battery hadn’t run out either. You were wrong on both counts.

Well I said lasgun and meant torch… it’s pretty easy to mix those two things up. They both run on power packs that are essentially called batteries. Besides, the Imperials view technology as part of a religion. The mocking should really be coming from the Ork players.

So there we go. You need some logical basis for the thing to happen, or at least some kind of basis. I’m perfectly sure that it doesn’t matter anyway. Because resonance is an inseparable part of the Orks, and it makes no difference either way. To belittle the influence of resonance as a cop-out, or evidence of stupidity would be a bit like hand-waving every advancement humanity has made through the use of opposable thumbs. If a feature exists for a race (fictional or real) then said race is going to make use of it, or it’s a bit pointless it being there at all.

Understanding that resonance works in particular ways and is always present can help to solve a number of mysteries about the Orks. In particular, it can answer a few things about what makes Orks tick. It can explain why Madboyz can be physically stronger than all other Orks, and also explains a few of their powers (in Rogue Trader, some Madboyz could make things float about like poltergeist activity), as their irrational minds can actually bring out the true potential of resonance, because they are not as grounded by reality and rationalism as other Orks.

It also can also help explain why Goffs are smelly and Bad Moons teeth grows faster, also why blue is lucky, probably why Blood Axes are Sneaky, and also how Ork anaesthesia works. The likes of smelly goffs and teeth-rich Bad Moons probably started off life as insults from the other clans, racial slurs upon them that eventually started being true. Most likely at one point they were based in fact: perhaps a particularly successful Goff Warlord was really smelly for some reason (or perhaps non-Goffs foresaw a particular problem about shunning transports in favour of running…), and perhaps a infamous Bad Moon trader, mek or warboss had teeth that seemed to grow quicker (or perhaps Bad Moons were just so good at business and making teeth that Orks began thinking it was because their teeth grew quicker).

So, the next time some player makes some sarcy comment about Ork weaponry, get them to take the battery out of their mobile phone.

Resonance (Part 3): It’s Not Just About The Orks: TWC Speculates On Resonance in Other Orkoids

“The Waaagh tendency as seen in Orkoid individuals is an organism-scale reflection of a biological activity occurring at a cellular level. Separate orkoid organisms, be they adult, be they embryonic or cellular, generate a constant and stable field of resonance (probably psionic) that, when they intersect, cause biological processes to accelerate, engorge and expand.” (Xenology, pg.44)

So this is where we somewhat move into the grounds of conjecture. It isn’t quite as unsupported as others have claimed previously, but as Orks are the Orkoids with the most emphasis put into them, one is required to look at sources that don’t outright state things literally. In spite of the somewhat indirect nature of the fluff with regards the “lesser” Orkoids, there is much of that fluff that speaks very loudly indeed.

The misconception is very obvious – there are many 40k fans and Ork players alike who conclude that resonance occurs only in Orks, and not in the others, or if it does, it adds nothing the Orks are already capable of, and there is no overlap. In light of, as I said earlier, the amount of fluff that doesn’t directly contradict this doesn’t exactly help. But that’s just it, without resonance fluff there to explain the oddities of our Orkoid entourage, what explanation is there?

So what evidence is there? Well, there are, actually, only three primary sources for both the sporing process, and the resonance fluff (or at least how both of them have been clearly explained, even if resonance has been in the Ork fluff since Rogue Trader), and that is the two Anzion Articles and Xenology, which if you’ve been following this series, should already be very familiar to you; at least by name, if you haven’t yet read them.

Every time there is a sentence that uses the word “Orkoids” instead of Orks, it is applying the concept to the whole species, genus or whatever word you want to use to describe the entirety of Orkdom. The biology of Orkoids, their symbiosis, resilience and sporing process naturally invoke the word Orkoids, but so too do many other of the fundamentals of Ork fluff: when the fluff discusses the idea of genetically inherited skills, it says Orkoids, not Orks; when it discusses the idea that warfare makes Orks stronger, it again, uses the word Orkoids (even if it makes it clear this effect is more pronounced in Orks, it still occurs to the others); and Xenology, well if there is any doubt about whether the fluff mentions Orkoids having resonance, the article quote solves that one.

The issue isn’t so much “can other Orkoids use resonance”, but more what can be said about what they do with it. There isn’t a whole lot to go on, which isn’t actually that surprising; when, rather perplexingly for such a subtle and outright important aspect of the Orkoids, there is barely more than a page or two worth of fluff describing the whole thing; let alone what it does for the other Orkoids.

Interestingly, it’s actually easier to support the claim of what it does for the simplest Orkoid organisms (Snotlings and Squigs) than what it does for the more complicated species of the Gretchin, for whom there’s barely anything to suggest they use it. We will come back to the Orkoids in more detail in the next series (Orks and Ork Society), so for now I’ll only mention aspects that are relevant to resonance. Quite frankly I could mention all of it, but a few strong examples from each should be sufficient.

So let’s start with Squigs. As I mentioned in Chapter 2, Squigs come in a lot of shapes and sizes. These variations vary quite vastly between different types of Squig, but what is remarkable about them is how the Orks make use of them. There is not a single Squig in the Ork fluff that Orks don’t use for something, even if it is as simple as being eaten. Some of the more exotic variations get used for all sorts of things. Buzzer Squigs are commonly used as primitive ammunition (Squig Catapults); Oil Squigs provide almost all of the oil and lubrication for Mek’s machinations; Vampire Squigs are one of many used by Doks, and is used for drinking up bad blood and septic pus from wounds; Hairy Squigs are the source by which Orks have hair; Paint Squigs are the source by which Orks get paint.

If I was a Xenologist in that fictional universe, I’d find it hard to conclude that all these incredibly useful perks turned up simply by chance. Of course, they probably did. But it’s their resurgence and capacity to be commonplace that tells you something about the Orks. Although not outright stated, the likely culprit of all of this must be resonance. Just consider for a moment, that these various perks are likely filling gaps in the Ork’s environment that they require at the time. So it is likely that the resonance alters certain Squigs so that they produce an affect that the Orks’ society needs at that time.

It can in some cases be quite a radical manifestation, if you look at Feral Tribes. Take for instance, the Boar or the Squiggoth. The Squiggoth is definitely a type of Squig, but the Boar, well, that depends. Certainly originally, they were indigenous to the Ork’s original home world, and the Orks kept breeding them. But I think that should they return, it’s fairly possible to say that they’re Squigs, simply because they provide Orks with a beast of burden before they have mastered Bikes, in the same way that Squiggoths replace tanks and transports for primitive Orks.

Snotlings are an interesting case. Pretty much everything they do has subliminal implications, most of which have not actually been revealed. They are ineffably mysterious, after all, what can be said for a small green adolescent biped that occasionally turns into a mushroom with a face?

Snotlings’ main societal role is that of cultivator. Without Snotlings, it is questionable that Orks could remotely manage to cultivate fungus. It also seems like they have a fundamental role to play in the sporing process. The Anzion article, during the bits on sporing mentions their role in the sporing order:

“…followed quickly by the Snotlings who can start to prepare the area.”
(The Anzion Article, 3rd Edition Ork Codex, pg.47)

This is so understated, and barely explained, but it seems intrinsically linked to their roles as fungus cultivators. It seems rather likely that without Snotlings, you’d not actually get any Gretchin or Orks. You’d just get a fair amount of Snotlings and lots of Squigs.

Snotlings also have an interesting relationship with Squigs, whom they frolic with. They also, for reasons I’ll explain in the next series, can trap Daemons. Snotlings have the capacity to be the most interesting and fundamentally important Orkoid in the whole 40k Universe. If the sagely fluff is right, they most likely already are, we just don’t know it yet.

Finally, we have the Gretchin. “Ah, but” you say, “they’re just slaves that generally meet a sticky end. How on earth can a lowly slave manifest resonance?” because they’re not merely slaves. That ultimately explains how the Orks treat them, and how Ork society works. It’s a classical feudal system, and Orks, along with the other “lesser” Orkoids sit on the lowest peg. But that doesn’t make the influence those Orkoids have insignificant. In many ways it is far more important and impressive than the influence of the Orks.

Gretchin have the most interesting, and underestimated aspects of resonance. They can shift resonance in such an absolutely radical way, that it can actually do more for Gretchin than for any other Orkoid. It has a rather radical, if understated manifestation, which for the purposes of Gretchin has a fairly submissive, but absolutely massive impact upon all of Ork society. Just what is this manifestation?

Luck.

The greatest argument for Gretchin resonance is Makari, the luckiest Gretchin who ever lived. In 2nd Ed, that Grot had a 2+ unmodified (essentially invulnerable) save against any and all damage he received, for any reason. The only save that could never, ever, in any circumstances, be ignored. Woof.

It actually makes sense, really. Gretchin can prove themselves invaluable to their Ork masters, something that the Ork will never get again. The resonance takes that idea of their irreplaceable nature, and makes it a reality. Gretchin themselves become literally lucky mascots.

It doesn’t stop there, either. Gretchin have a fair amount of influence on resonance. Contrary to quite wide-ranging and incredibly wrong Ork player belief, Gretchin build most things in Ork Society, starting with Ork Society itself. Whilst the Orks are developing under the ground as spores, Gretchin will have sought out a moderately distant, but suitable site for an Ork Settlement, and built one by the time the Orks arrive.

It may get replaced by a bigger one once the Orks arrive, but what is likely is that this original settlement will become the Gretchin part of Ork society, where some of the most important aspects of Ork society will occur: trade and organisation. It is pretty likely that in this arena, Gretchin will once again be able to tap into resonance, in order to help them convince the Orks that the Gretchin wares are absolutely necessary to their lives and they simply must buy them with teef, and not beat up the Grot and take it anyway.

Grots are smart and resourceful enough to make trade work anyway, but it is unlikely that the whims of resonance are far away from any process in Ork society. So, you know what this means: it means Grots also have mechamorphic resonance, and like the other Orkoids, have inherited skills and knowledge, and part of that will include construction and engineering knowledge. Not quite so useless, or harmless, eh.

So we come full circle now. We come back to the point we arrived at in the beginning of this part of the series. Orkoids are virtually inseparable, their whole is as great as the sum of their parts, successfully steered by the wonders of their fictional superpower: psychic resonance. It could be easy to conclude that it is far too powerful, and it does too much, to the point of devaluing the influence of the whole Orkoid race.

But we’ve already seen this argument, the one I mentioned in Part 2, which suggests that Orks are imbeciles who can’t build anything. We now know how wrong this outlook is. It is quite simple, really. Resonance is not infallible, and it wouldn’t exist either if the Orks didn’t have the potential to awaken it. Gretchin have always been capable workers, Orks capable warriors, Squigs edible food, useful and tenacious beasts, and Snotlings, well, they’re the only ones that have truly changed, imbibing much of their original potential into the Orks, to the point that this whole species can actually tap into what the Brainboyz were, and what ultimately they all could be.

To undervalue Orkoids because of this influence is pretty pointless, because it doesn’t actually matter. Resonance is as fallible as the species it supports, and it is as ingrained and fundamental as every aspect of what makes them the coolest fictional faction ever created in 40k, and perhaps the whole universe of fiction itself.

There is of course, one final lesson to learn about resonance. Orkoid Resonance is a whimsical thing, and it is no shield from reality. It is merely natural selection on acid.



Automatically Appended Next Post:
 Ratius wrote:
Requesting a lock on this one - its pure discussion and wishlisting at this stage.
Clicking in every other day to see zero actual updates or news or pics is a bit tedious.....


I suggest this thread be moved to general by a mod or admin. There is some interesting discussion going on here I would ahte to end but yes... we haven't had any new information in over a month now.

This message was edited 1 time. Last update was at 2018/07/11 10:07:38


 
   
Made in jp
Locked in the Tower of Amareo





 Ratius wrote:
Requesting a lock on this one - its pure discussion and wishlisting at this stage.
Clicking in every other day to see zero actual updates or news or pics is a bit tedious.....



You know don't you That you don't have to read this if you don't want? Why prevent others discuss on look at that discussion forum.




Automatically Appended Next Post:
Either/Or wrote:

Also GW needs to re sculpt the standard Ork boyz. The newer ork sculpts look so much better. The ork boyz sculpts are over 20 years old and it shows.


This would likely result in 32mm bases and hefty price hike. Neither good for buying hundreds

This message was edited 1 time. Last update was at 2018/07/11 11:39:54


2024 painted/bought: 109/109 
   
Made in gb
Ridin' on a Snotling Pump Wagon






What do they need? Well, if you ask me....

New Buggies and Trakks. If this release doesn’t include them, I’ll be seriously disappointed.

Meaningful Clan rules. Over and beyond what most races get. I’d prefer each Clan to have the sort of differences we see between Marine Chapters. Example? Evil Sunz should have fasta vehicles, but limited Walker access. Goffs should have wider access to ‘Ardboyz and incentives for infantry heavy, but lessened access to Bikes, Buggies and Trakks.

Give each clan a distinct set of build options.

Hell, go the whole hog and break a given army down into smaller Warbands, something along the lines of Dark Eldar. Give us the feel of how Ork Waaaghs are actually formed.

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

It's a shame that we don't appear to be getting a new plastic Kommado set. Even a combined Kommado/Tankbusta set would be good, but, no, we're getting Kill-Team and that features the existing minis.

After what they did with the Nobz, MANZ and especially the Flash Gits kits new Kommando/Tankbusta sets would have been great.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in ie
Norn Queen






Dublin, Ireland

You know don't you That you don't have to read this if you don't want?


I read it, like many others because its an ork rumour thread. So I hope that there are rumours within it each time I check it. There are not.

Why prevent others discuss on look at that discussion forum.


Im not looking to prevent anyone from discussing but as lolman said this could well be moved to general discussion so those of us that see it there then know "oh hey, no new rumors - just discussion here" and we wont bother with it.


Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

 Ratius wrote:
You know don't you That you don't have to read this if you don't want?


I read it, like many others because its an ork rumour thread. So I hope that there are rumours within it each time I check it. There are not.

Why prevent others discuss on look at that discussion forum.


Im not looking to prevent anyone from discussing but as lolman said this could well be moved to general discussion so those of us that see it there then know "oh hey, no new rumors - just discussion here" and we wont bother with it.



Agreed on all points. Can we rename the thread, lock it, or something? I like the discussion, but not with the lead that it's rumors.
   
Made in nl
Stone Bonkers Fabricator General




We'll find out soon enough eh.

If you don't want to read discussion and speculation related to rumours, why are you on a rumour forum. There are plenty of blog-style sites out there that just post an endless stream of rumours with no discussion of any kind required, what you want already exists, so how about you stop trying to widdle on everyone else's fun and check those.

I need to acquire plastic Skavenslaves, can you help?
I have a blog now, evidently. Featuring the Alternative Mordheim Model Megalist.

"Your society's broken, so who should we blame? Should we blame the rich, powerful people who caused it? No, lets blame the people with no power and no money and those immigrants who don't even have the vote. Yea, it must be their fething fault." - Iain M Banks
-----
"The language of modern British politics is meant to sound benign. But words do not mean what they seem to mean. 'Reform' actually means 'cut' or 'end'. 'Flexibility' really means 'exploit'. 'Prudence' really means 'don't invest'. And 'efficient'? That means whatever you want it to mean, usually 'cut'. All really mean 'keep wages low for the masses, taxes low for the rich, profits high for the corporations, and accept the decline in public services and amenities this will cause'." - Robin McAlpine from Common Weal 
   
Made in us
Battlewagon Driver with Charged Engine





 Yodhrin wrote:
If you don't want to read discussion and speculation related to rumours, why are you on a rumour forum. There are plenty of blog-style sites out there that just post an endless stream of rumours with no discussion of any kind required, what you want already exists, so how about you stop trying to widdle on everyone else's fun and check those.
Agreed. The discussion so far has been sparked by rumors, and therefore is germane.

Get over it.

And Grow Up.
   
Made in vn
Battlefortress Driver with Krusha Wheel






Ah... the age old wasting an entire oage argueing among each other to do the one thing we were all complaining about and trying to stop... how easy we sway dakkadakka... how easy we sway....

Okay! I got a few rumours from untrustworthy sources we can discuss:

Did GW make the codex alongside the marine codex but have been putting it off for so long because they know it will get backlash and can't be bothered with it.

This is a genuine rumour i was sent that i didn't make up (this is not sarcasm, I'm being serious) that I personally do not believe. Prove me wrong or right!
   
Made in de
Longtime Dakkanaut





 greggles wrote:
The standard boyz do look pretty good on 32mm's. They also don't fall over nearly as much.

Spoiler:


That´s a very nice force.
   
Made in us
Longtime Dakkanaut




 lolman1c wrote:
Ah... the age old wasting an entire oage argueing among each other to do the one thing we were all complaining about and trying to stop... how easy we sway dakkadakka... how easy we sway....

Okay! I got a few rumours from untrustworthy sources we can discuss:

Did GW make the codex alongside the marine codex but have been putting it off for so long because they know it will get backlash and can't be bothered with it.

This is a genuine rumour i was sent that i didn't make up (this is not sarcasm, I'm being serious) that I personally do not believe. Prove me wrong or right!


I wouldn't be shocked. Also, for those complaining about the lack of rumors in here.....welcome to 40k Orkz. We get the least amount of love from GW of any major faction. We have had 1 codex since 4th edition and it was so bad we wished we had the old 4th edition one back

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in vn
Battlefortress Driver with Krusha Wheel






Now this is a threads name I can stand by!

I could potentially see Orks as the scapegoat for 4k with the devs sat around blaming us for all their financial problems through 6th edition but at the same time we didn't even have a codex in 5th and 6th so blaming us is like that abusive father blaming his kid for his alcohol problems. So this also makes me doubt this rumour. I mean they put out 1 bad codex for Orks in 10 years and they're already giving up? Come on! Granted it was the only codex for those 10 years.

Maybe... just maybe (if the rumour is true) the reason why so many ork players leav and why we buy on ebay is because the models on the store are 20 years old so we have 20 years worth of models... Ork boyz sell on ebay usually for about the same price they do in packet in you buy from a 15-20% website (I know it might seem like you get good deals but I've studied ebay boyz for a while now.... They're pretty expensive) dakkajets, planes etc, go for £40-80... the only thinsg that sell cheap are the buggies and deff dreads and stuff you get in the start collecting other than boyz. All the old models like deff koptas, weirboyz, etc... I mean a painted mek gun goes for £40 sometimesmso screw that... and the plstic warnoss from black reach. it seems all gw might need to do is just update the old models and Jobs a gud un!

This message was edited 2 times. Last update was at 2018/07/11 20:40:50


 
   
Made in us
Battlewagon Driver with Charged Engine





 lolman1c wrote:
Ah... the age old wasting an entire oage argueing among each other to do the one thing we were all complaining about and trying to stop... how easy we sway dakkadakka... how easy we sway....

Okay! I got a few rumours from untrustworthy sources we can discuss:

Did GW make the codex alongside the marine codex but have been putting it off for so long because they know it will get backlash and can't be bothered with it.

This is a genuine rumour i was sent that i didn't make up (this is not sarcasm, I'm being serious) that I personally do not believe. Prove me wrong or right!
Do you think GW cares about Ork player backlash?
   
Made in vn
Battlefortress Driver with Krusha Wheel






 JimOnMars wrote:
 lolman1c wrote:
Ah... the age old wasting an entire oage argueing among each other to do the one thing we were all complaining about and trying to stop... how easy we sway dakkadakka... how easy we sway....

Okay! I got a few rumours from untrustworthy sources we can discuss:

Did GW make the codex alongside the marine codex but have been putting it off for so long because they know it will get backlash and can't be bothered with it.

This is a genuine rumour i was sent that i didn't make up (this is not sarcasm, I'm being serious) that I personally do not believe. Prove me wrong or right!
Do you think GW cares about Ork player backlash?


Exsactly! I very much sales are impacted in anyway! If this was the case why did they bring out the nauts, stomoa and new flyer? Obviously sales were high enough to bring out these expensive kits.

Right nownon ebay btw, the bets I'm getting a NoS orks for is about £15 including post so at that point I'm already saving money going to my local game store and buying them for %15 off. The cheapest built is £8 and they're based weirdly and have problems so I, again, might aswell bulk buy for the %20 off from my local store.
   
Made in us
Longtime Dakkanaut




 lolman1c wrote:
 JimOnMars wrote:
 lolman1c wrote:
Ah... the age old wasting an entire oage argueing among each other to do the one thing we were all complaining about and trying to stop... how easy we sway dakkadakka... how easy we sway....

Okay! I got a few rumours from untrustworthy sources we can discuss:

Did GW make the codex alongside the marine codex but have been putting it off for so long because they know it will get backlash and can't be bothered with it.

This is a genuine rumour i was sent that i didn't make up (this is not sarcasm, I'm being serious) that I personally do not believe. Prove me wrong or right!
Do you think GW cares about Ork player backlash?


Exsactly! I very much sales are impacted in anyway! If this was the case why did they bring out the nauts, stomoa and new flyer? Obviously sales were high enough to bring out these expensive kits.

Right nownon ebay btw, the bets I'm getting a NoS orks for is about £15 including post so at that point I'm already saving money going to my local game store and buying them for %15 off. The cheapest built is £8 and they're based weirdly and have problems so I, again, might aswell bulk buy for the %20 off from my local store.


I can find Ork boyz on Ebay for $18 for 10 easy enough, which works out to slightly less then 15 pounds. But if you want to play the bid wars game instead of Buy it now, I generally get mobz of 10 boyz for anywhere from $8 to $14 depending on quality and what not. All off sprue of course.

Also, the reason orkz are cheap on ebay is because so many ork players keep quitting the game because of frustration from lack of support from GW, Its been literally over a decade since we had a good codex. And then you throw in 7th editions treatment of the Ork faction quickly followed by 8th edition giving us an index where only 2 types of units are worth taking and everything else is garbage? yeah.




 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

I think that the Boyz and Nobz models have aged fairly well. I think they could probably do a better job, but I don't think the existing models look bad. I think that the Flash Gitz look a little better than Nobz, which is why I think they could make the Boyz look better, but the difference between Flash Gitz and Nobz is pretty small so I don't think new Boyz would look leaps and bounds better.

I think the Iron Jawz faction from AoS looks pretty good, but there's something just a bit off that I have a hard time describing. I still think they look good, but not any better than Orks and there's something about some of their faces that seems weird.

Savage Orruks from the Bonesplitterz faction I think look worse than 40k Orks. I wouldn't say I think they look bad, but to me they're definitely a step down from Boyz.


One thing I was discussing with some people was the rumor about them adding extra sprues to kits. If they did this to the Boyz we would probably end up with a $50 kit like Fire Warriors, but I think that it could potentially be worth it. The Fire Warriors kit has loads of extras, and I can see how Tau players might be a little miffed as they can only use some of them and end up with a lot of extras. As an Ork player I love having extras, as I can cut them up and make even more things out of them. I don't think they would need to add that many sprues to the Boyz kit to make it a Boyz/'Ard Boyz/Kommandoz/Tankbustas kit. There are already some torsos and heads that would work for 'Ard Boyz, and there are also already a rokkit launcha and some tankbusta bombs.

To me such a kit could definitely be worth $50, but I already have a bunch of Boyz. Some people thought this would be a terrible thing as it would increase the cost of Boyz significantly. I can see how that would be hard for a new player who didn't want to buy second hand models and didn't want to do any converting. If they released a better Get Starting box that could be one way of offsetting the increased cost.

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






SemperMortis wrote:
 lolman1c wrote:
 JimOnMars wrote:
 lolman1c wrote:
Ah... the age old wasting an entire oage argueing among each other to do the one thing we were all complaining about and trying to stop... how easy we sway dakkadakka... how easy we sway....

Okay! I got a few rumours from untrustworthy sources we can discuss:

Did GW make the codex alongside the marine codex but have been putting it off for so long because they know it will get backlash and can't be bothered with it.

This is a genuine rumour i was sent that i didn't make up (this is not sarcasm, I'm being serious) that I personally do not believe. Prove me wrong or right!
Do you think GW cares about Ork player backlash?


Exsactly! I very much sales are impacted in anyway! If this was the case why did they bring out the nauts, stomoa and new flyer? Obviously sales were high enough to bring out these expensive kits.

Right nownon ebay btw, the bets I'm getting a NoS orks for is about £15 including post so at that point I'm already saving money going to my local game store and buying them for %15 off. The cheapest built is £8 and they're based weirdly and have problems so I, again, might aswell bulk buy for the %20 off from my local store.


I can find Ork boyz on Ebay for $18 for 10 easy enough, which works out to slightly less then 15 pounds. But if you want to play the bid wars game instead of Buy it now, I generally get mobz of 10 boyz for anywhere from $8 to $14 depending on quality and what not. All off sprue of course.

Also, the reason orkz are cheap on ebay is because so many ork players keep quitting the game because of frustration from lack of support from GW, Its been literally over a decade since we had a good codex. And then you throw in 7th editions treatment of the Ork faction quickly followed by 8th edition giving us an index where only 2 types of units are worth taking and everything else is garbage? yeah.


Even more common are the typical AOBR+other box set style armies all over ebay.
For 100-120€ you get
- AOBR warboss
- SAG mek or painboy (depending on which box was bought)
- 20-40 boyz
- 5-10 nobz
- 2-3 koptaz
- a trukk
- a battlewagon
- a deff dread or 3 kanz or both
- bikes or gretchin or lootas
- usually one or two additional boxes or characters

If I wasn't maxed out on most of these options, I would be buying them all day. If you can still use more battlewagons, kanz, koptas and nobz, hunt for these armies.

This message was edited 1 time. Last update was at 2018/07/12 07:44:54


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
Dakka Veteran





so much baseless bantering and little to none rumors out ... heck the thread even got a title swap ... how long before anything leaks out?
   
 
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