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rumor is the hq models without models are oging.... I am going to be sad to see the painbody on a bike, warboss on a bike and kff meks on bikes gone as I have spend a lot of time on my conversions for all of the above. I know the index will still be a thing perhaps but if the points change they may not be worth it.

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Mr.Church13 wrote:
Funny how no other army gets punished with the wholly within garbage.

Daisy chain synapse to ignore LD all you want but god forbid Orks get a 5 up.


Well except every army, when they want to take cover.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
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Denver, Colorado

 G00fySmiley wrote:
rumor is the hq models without models are oging.... I am going to be sad to see the painbody on a bike, warboss on a bike and kff meks on bikes gone as I have spend a lot of time on my conversions for all of the above. I know the index will still be a thing perhaps but if the points change they may not be worth it.


Don't forget index units are still going to be legal. So, you can still take them, though they may lack some wargear options.

"Hope is the first step on the road to disappointment." Words to live by. 
   
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 G00fySmiley wrote:
rumor is the hq models without models are oging.... I am going to be sad to see the painbody on a bike, warboss on a bike and kff meks on bikes gone as I have spend a lot of time on my conversions for all of the above. I know the index will still be a thing perhaps but if the points change they may not be worth it.



Which really bothers me because we basically dont have HQ models to begin with. I cant walk into a GW store and buy an HQ as it is... Our only Warboss models are webstore only (and hes old as hell and metal) or Grukk but you need to buy his boss mob. Maybe theyll make a painboy an HQ again, but it still leaves us with basically no warboss model. Thats not mentioning big meks either

This message was edited 1 time. Last update was at 2018/08/27 16:41:29


 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
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Mr.Church13 wrote:
Funny how no other army gets punished with the wholly within garbage.

Daisy chain synapse to ignore LD all you want but god forbid Orks get a 5 up.

Not every dasy chain is the same though. LD, FnP, WAAAAGH charge, Ghaz and probably some other stuff I am not remembering all work , just like it does for every one else. KFF and If I recall void shields are the exception exceptions.
Nothing changes as far as I can see that's worth grumbling over. What about the Nidz beastie that does a cover buff? no idea how that works or if it was faq'd.

This message was edited 1 time. Last update was at 2018/08/27 16:47:33


The rewards of tolerance are treachery and betrayal.

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I am going to be doing my Blood Axe Kommando rush again apparently.

45 Kommandos, deep striking turn 2 with a battlewagon and 20 boyz inside (20PL) at the same time that 30 Boyz deepstrike 95 models in 5 squads doing a 9' charge with rerolls Ohh and the wagon gets 3D6 to tie up even more units turn 2. I'll be a happy Kommando again

 Tomsug wrote:
Semper krumps under the radar

 
   
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 Billagio wrote:

Which really bothers me because we basically dont have HQ models to begin with. I cant walk into a GW store and buy an HQ as it is... Our only Warboss models are webstore only (and hes old as hell and metal) or Grukk but you need to buy his boss mob. Maybe theyll make a painboy an HQ again, but it still leaves us with basically no warboss model. Thats not mentioning big meks either
I agree, it sucks that we are "losing" (I'm guessing Index-only means they're gone for real in 9th) some if our precious few HQ options. However let's not forget that it seems very likely that we're getting a new one who does seem to be mounted on the new Wartrike model that specifically mentioned in the video. I'd assume that also means we're getting a footslogging version of the big guy as well then
   
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PiƱaColada wrote:
 Billagio wrote:

Which really bothers me because we basically dont have HQ models to begin with. I cant walk into a GW store and buy an HQ as it is... Our only Warboss models are webstore only (and hes old as hell and metal) or Grukk but you need to buy his boss mob. Maybe theyll make a painboy an HQ again, but it still leaves us with basically no warboss model. Thats not mentioning big meks either
I agree, it sucks that we are "losing" (I'm guessing Index-only means they're gone for real in 9th) some if our precious few HQ options. However let's not forget that it seems very likely that we're getting a new one who does seem to be mounted on the new Wartrike model that specifically mentioned in the video. I'd assume that also means we're getting a footslogging version of the big guy as well then


Hopefully, though it sounded like the wartrike was a seperate thing from the warboss. no word on if we get a footslogging version of the big guy or not. If Ghazzy is really "amazing" Hopefully we get a new model to go with it. His current one is old and currently smaller than Grukk (despite being in MA!)


Also I suspect that the 20PL thing will be limited to 1 unit (or will get FAQed to be 1 unit). It would be crazy otherwise. I wonder if Da Jump will officially be able to be used turn 1 into the enemys deployment zone. I know that FB post confirmed it but it would be nice to get it in writing in the codex

This message was edited 2 times. Last update was at 2018/08/27 16:56:10


 Tactical_Spam wrote:
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 Billagio wrote:
PiƱaColada wrote:
 Billagio wrote:

Which really bothers me because we basically dont have HQ models to begin with. I cant walk into a GW store and buy an HQ as it is... Our only Warboss models are webstore only (and hes old as hell and metal) or Grukk but you need to buy his boss mob. Maybe theyll make a painboy an HQ again, but it still leaves us with basically no warboss model. Thats not mentioning big meks either
I agree, it sucks that we are "losing" (I'm guessing Index-only means they're gone for real in 9th) some if our precious few HQ options. However let's not forget that it seems very likely that we're getting a new one who does seem to be mounted on the new Wartrike model that specifically mentioned in the video. I'd assume that also means we're getting a footslogging version of the big guy as well then


Hopefully, though it sounded like the wartrike was a seperate thing from the warboss. no word on if we get a footslogging version of the big guy or not. If Ghazzy is really "amazing" Hopefully we get a new model to go with it. His current one is old and currently smaller than Grukk (despite being in MA!)


Also I suspect that the 20PL thing will be limited to 1 unit (or will get FAQed to be 1 unit). It would be crazy otherwise. I wonder if Da Jump will officially be able to be used turn 1 into the enemys deployment zone. I know that FB post confirmed it but it would be nice to get it in writing in the codex


You're probably right; it'll be one unit max. - That said, if the rumors are to be believed... it used to be "an entire army"; so there's a small possibility it may just be 20PL worth of units. I mean, what other army has been rumored to have 20PL, as opposed to 1/3 units?

I really, really hope it's 20PL; Man, 4x30Grots+4 Runtherds tying up everything. Or... 10+10+5 Tankbustas, to help keep them alive. Or... 30 Boyz+Weirdboy (Warpath), coupled with a second squad of Boyz via 'Ere we go!.

Man, theory-crafting 20PL is fun; and I should know better than to get excited about something before release...

I wonder if they'll fix Battlewagons and "Mobile Fortress"; I doubt they will, but one can dream.
   
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I am just hoping somehow the trike HQ model can be a big mek, warboss or painboy but I am probably being optimistic. I could convert my current models to trikes easily enough or run them as counts as on bigger bases.

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fe40k wrote:
 Billagio wrote:
PiƱaColada wrote:
 Billagio wrote:

Which really bothers me because we basically dont have HQ models to begin with. I cant walk into a GW store and buy an HQ as it is... Our only Warboss models are webstore only (and hes old as hell and metal) or Grukk but you need to buy his boss mob. Maybe theyll make a painboy an HQ again, but it still leaves us with basically no warboss model. Thats not mentioning big meks either
I agree, it sucks that we are "losing" (I'm guessing Index-only means they're gone for real in 9th) some if our precious few HQ options. However let's not forget that it seems very likely that we're getting a new one who does seem to be mounted on the new Wartrike model that specifically mentioned in the video. I'd assume that also means we're getting a footslogging version of the big guy as well then


Hopefully, though it sounded like the wartrike was a seperate thing from the warboss. no word on if we get a footslogging version of the big guy or not. If Ghazzy is really "amazing" Hopefully we get a new model to go with it. His current one is old and currently smaller than Grukk (despite being in MA!)


Also I suspect that the 20PL thing will be limited to 1 unit (or will get FAQed to be 1 unit). It would be crazy otherwise. I wonder if Da Jump will officially be able to be used turn 1 into the enemys deployment zone. I know that FB post confirmed it but it would be nice to get it in writing in the codex


You're probably right; it'll be one unit max. - That said, if the rumors are to be believed... it used to be "an entire army"; so there's a small possibility it may just be 20PL worth of units. I mean, what other army has been rumored to have 20PL, as opposed to 1/3 units?

I really, really hope it's 20PL; Man, 4x30Grots+4 Runtherds tying up everything. Or... 10+10+5 Tankbustas, to help keep them alive. Or... 30 Boyz+Weirdboy (Warpath), coupled with a second squad of Boyz via 'Ere we go!.

Man, theory-crafting 20PL is fun; and I should know better than to get excited about something before release...

I wonder if they'll fix Battlewagons and "Mobile Fortress"; I doubt they will, but one can dream.


its possible it will be 20PL on release, but I wouldnt expect it to live past the first FAQ after the codex comes out

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fe40k wrote:

I really, really hope it's 20PL; Man, 4x30Grots+4 Runtherds tying up everything. Or... 10+10+5 Tankbustas, to help keep them alive. Or... 30 Boyz+Weirdboy (Warpath), coupled with a second squad of Boyz via 'Ere we go!.

Man, theory-crafting 20PL is fun; and I should know better than to get excited about something before release...

I wonder if they'll fix Battlewagons and "Mobile Fortress"; I doubt they will, but one can dream.


Well those 4x30 grots will be arriving on T2 so...If you want to tie things up just da jump 60" wide wall on T1. That's what I do much to my amusement.

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The stratagems look good. The clan traits I'm slightly disappointed with, but they're really not bad and without knowing what else might of changed it's hard to judge them (if they're even accurate).

The only one that seems to be bad is Bad Moons, but even then they might be able to make an effective KMK gunline based around the rumored new Mek shop.

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For those who haven't been keeping up. What stratagems?

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 The Warp Forge wrote:
For those who haven't been keeping up. What stratagems?


There's a stratagem that lets orks keep 20 power level off the board and deepstrike in anywhere on the board more than 9" away from the enemy.
Green tide stratagem, Take a boyz unit under half strength and set it up wholly within 6" of table and more than 9" away from the enemy (Don't know if it also replenishes the unit Ɣla tide of traitors)
Grot shield stratagem, when suffering a wound on a 2+ a grot unit within 3" suffers a wound instead. Grots have to be closer to the firing unit
Ramming speed stratagem, ork vehicles can charge 3d6" and does mortal wounds when it successfully charges
Long uncrontrolled bursts stratagem, add +1 for flyers against other flyers
Looted stratagem, ork infantry units gain +1 Save when a vehicle is destroyed near them.
Get stuck in stratagem, ork infantry can pile in and fight again in CC




Another thing to keep in mind is that the teleport stratagem might be clan specific (probably blood axes)

 Tactical_Spam wrote:
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We really need to see the exact wording on that 20PL stratagem, because...

If Trukks are 5PL each, you could conceivably drop 4 trukks, each with 10Tankbustas+2squigs onto the enemy lines. (Or 12*4 other Shooty units). - Sure, that’s about 1000 points, but it’s fun.

Do any of the Tau/IG stratagems work on units in vehicles?

I’m pretty sure they don’t, but the wording MIGHT be wonky enough to allow it... if so, I’m really curious about that Blood Axe +1 to-hit after killing a whole unit; I like the sound of that and 40 Tankbustas.

Of course, will it be strong enough to destroy all the important vehicles? We’ll see how all the wordings, weapons, and points end up.
   
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you would have to assume the PL of the units in the trukks would also have to be counted.

since other factions have a deep strike strat, typically with two levels of using it I'd not be amazed to find we have roughly the same
   
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leopard wrote:
you would have to assume the PL of the units in the trukks would also have to be counted.

since other factions have a deep strike strat, typically with two levels of using it I'd not be amazed to find we have roughly the same


You got to it before me. But yes realistically 2 trukks with 2 5 PL units.
   
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The 20PL teleport strat I suspect will either change with the first FAQ or will be different to what is presented here.

Didn't we have a rumour earlier that the codex was delayed because of an ability to bring too many units on opponents too quickly?

Whoever made the point about Mek Workshop and the KMK makes a very, very good point. It does seem, unless there have been changes to the KMK to be a little too good. Or perhaps the Mek shop can only affect certain units?

I really, really like the stratagems, particularly the vehicle charging one. It's ace. So is the looted armour one and the grot shields though I suspect there will be limitations with the latter (how can a grot possibly shield a stompa?). Useful and fluffy, which is ideal.

The trike must be a replacement for the Boss/Mek/Painboy on bike and I suspect offers a buff to bike and buggy units.

Given the size of the boss on the trike I think it's an inevitability that we get a new Ghaz, if not with this release then soon.

E - is anyone surprised about the lack of Prime-Orks? The rumour has only been on Ghaz becoming a Prime, not a new set of Boyz.

This message was edited 1 time. Last update was at 2018/08/27 18:29:44


 
   
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I dont see what you guys are saying about those being bad strategems.

The Evil Sunz one makes me imagine an army full of shootas and skorchas flying down the board roasting everything before WAAAAGHing in their face. Big Trakk with Skorchas out the wazzoo.

That blood axe one with kommandos, holy crap. Those would be some damn durable boys.

The goff one is atrocious, so I hope ghaz doesnt end up shoehorning a goff army.

I even like the snakebite and the deffskullz one since they make daisy chaining less of a thing and give HQs an actual save.

They are a hell of a lot better than the nothing we have now.

1" move + 1" advance + shooting every turn. That's 10.5" movement on a footslogging boy plus shooting or assault if you've got a boss. How many skorchas can I shove in a list? That might even make a skorcha dred a possibility.

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I dont think the clan rules are bad per say, theyre just pretty boring and uninspired. Atleast theyre useful (if true)

 Tactical_Spam wrote:
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 TedNugent wrote:
I dont see what you guys are saying about those being bad strategems.

The Evil Sunz one makes me imagine an army full of shootas and skorchas flying down the board roasting everything before WAAAAGHing in their face. Big Trakk with Skorchas out the wazzoo.

That blood axe one with kommandos, holy crap. Those would be some damn durable boys.

The goff one is atrocious, so I hope ghaz doesnt end up shoehorning a goff army.

I even like the snakebite and the deffskullz one since they make daisy chaining less of a thing and give HQs an actual save.

They are a hell of a lot better than the nothing we have now.

1" move + 1" advance + shooting every turn. That's 10.5" movement on a footslogging boy plus shooting or assault if you've got a boss. How many skorchas can I shove in a list? That might even make a skorcha dred a possibility.


Goff one looks a lot better when you realize Nob With Waagh Banner exists to make that bad boy a 5+.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
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the_scotsman wrote:
 TedNugent wrote:
I dont see what you guys are saying about those being bad strategems.

The Evil Sunz one makes me imagine an army full of shootas and skorchas flying down the board roasting everything before WAAAAGHing in their face. Big Trakk with Skorchas out the wazzoo.

That blood axe one with kommandos, holy crap. Those would be some damn durable boys.

The goff one is atrocious, so I hope ghaz doesnt end up shoehorning a goff army.

I even like the snakebite and the deffskullz one since they make daisy chaining less of a thing and give HQs an actual save.

They are a hell of a lot better than the nothing we have now.

1" move + 1" advance + shooting every turn. That's 10.5" movement on a footslogging boy plus shooting or assault if you've got a boss. How many skorchas can I shove in a list? That might even make a skorcha dred a possibility.


Goff one looks a lot better when you realize Nob With Waagh Banner exists to make that bad boy a 5+.



unless its on a natural six only, plus side it can't easily be negated either
   
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 Billagio wrote:
I dont think the clan rules are bad per say, theyre just pretty boring and uninspired. Atleast theyre useful (if true)


Yeah bit bland and biggest issues I have is that evil sun one promotes boyz and walkers which feels counter intuitive and snakebites is awful in terms of taking tons of time so not that feasible on time limited enviroment.

Currently I have 4 clans. Goffs, dethskulls, evil sunz and bad moons. Goff is bit of this and that but with nob banner could be nasty. Evil sunz is big winner as that trait is custom made for basic ork boyz. Dethskulls ain't too bad. 6++ could be worse. Too bad reroll isn't for any dice for unit as lootas would kill for ability to reroll that d3(without CP) but ah well.

Bad moons is bit so-so but then again first ork unit I tend to da jump is 30 shoota boyz that are already in bad moon colours. With the dakka dakka rerolling 1's could be handy enough.

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tneva82 wrote:
 Billagio wrote:
I dont think the clan rules are bad per say, theyre just pretty boring and uninspired. Atleast theyre useful (if true)


Yeah bit bland and biggest issues I have is that evil sun one promotes boyz and walkers which feels counter intuitive and snakebites is awful in terms of taking tons of time so not that feasible on time limited enviroment.

Currently I have 4 clans. Goffs, dethskulls, evil sunz and bad moons. Goff is bit of this and that but with nob banner could be nasty. Evil sunz is big winner as that trait is custom made for basic ork boyz. Dethskulls ain't too bad. 6++ could be worse. Too bad reroll isn't for any dice for unit as lootas would kill for ability to reroll that d3(without CP) but ah well.

Bad moons is bit so-so but then again first ork unit I tend to da jump is 30 shoota boyz that are already in bad moon colours. With the dakka dakka rerolling 1's could be handy enough.


Agreed they all have thier place, but I dont really see taking a full army of the same clan except for evil suns. All the others are very situational depending on what unit is using it (which I guess is the point of the clans) but that doesnt translate over well to the detachments

This message was edited 1 time. Last update was at 2018/08/27 18:56:22


 Tactical_Spam wrote:
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 TedNugent wrote:
I dont see what you guys are saying about those being bad strategems.

The Evil Sunz one makes me imagine an army full of shootas and skorchas flying down the board roasting everything before WAAAAGHing in their face. Big Trakk with Skorchas out the wazzoo.

That blood axe one with kommandos, holy crap. Those would be some damn durable boys.

The goff one is atrocious, so I hope ghaz doesnt end up shoehorning a goff army.

I even like the snakebite and the deffskullz one since they make daisy chaining less of a thing and give HQs an actual save.

They are a hell of a lot better than the nothing we have now.

1" move + 1" advance + shooting every turn. That's 10.5" movement on a footslogging boy plus shooting or assault if you've got a boss. How many skorchas can I shove in a list? That might even make a skorcha dred a possibility.


Evil Sunz is clearly the best.

Blood Axe one is real solid, but competes with KFF for a 5+; also, Kommands+BA = 'Ard Boyz.

Goff one is... a melee version of DakkaDakkaDakka; so I don't hate it - but Orks should be overkilling most things in melee without it already. Ghaz will absoluetely shoe-horn a Goffs army; he'll be the Gulliman of Goffs (puke). Either he's strong enough in himself to make up for a weaker army trait (though if +1 to hit gets in the mix somehow, it's not necessarily terrible), Goffs will definitely be run. If not, well...

Snakebites > Deffskullz; on the basis that you can get a Inv5+ from KFF on any target, but not a 6+++FNP on any target, only boyz. I'm imagining that the die RR is a toned down version of the Salamander trait; and given that most Orks will be in large squads, so re-rolling 1 die is kind of whatever. Might be good for a vehicle based army, however...

Freebooters has real potential, but need to see the wording of the ability. Most likely is "after a Freebooter model destroys a unit, pick one ork unit within 12" of the Freebooter; that ork unit gets +1 to hit until the end of the phase".
   
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 Billagio wrote:

Agreed they all have thier place, but I dont really see taking a full army of the same clan except for evil suns. All the others are very situational depending on what unit is using it (which I guess is the point of the clans) but that doesnt translate over well to the detachments


Not too worried about det's. 3 klans n one army is enough and ork hq have enough cheap and useful HQ's to satisfy. Troops have cheap toolbox grots to fill up troop slots while providing cheap chaff which has value of it's own. 30 bad moon shoota boyz and 2x10 grots for example doesn't seem that bad. Depending on how CP hungry orks are patrol is also valid choise.

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leopard wrote:
the_scotsman wrote:

Goff one looks a lot better when you realize Nob With Waagh Banner exists to make that bad boy a 5+.



unless its on a natural six only, plus side it can't easily be negated either


It's not a natural six for any other army in the game, even if they can stack on modifiers.

Additional attacks are going to be pretty sweet for nauts and stompas with their double-profile weapons. Just like Mortarion with Death to False Emperor.

It's never going to affect PKs though. Hum.

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.
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fe40k wrote:

Snakebites > Deffskullz; on the basis that you can get a Inv5+ from KFF on any target, but not a 6+++FNP on any target, only boyz. I'm imagining that the die RR is a toned down version of the Salamander trait; and given that most Orks will be in large squads, so re-rolling 1 die is kind of whatever. Might be good for a vehicle based army, however...


OTOH if you want to protect boyz with 5++ then for ~200 boyz you basically will need 2-3 KFF's. If any boyz are outside then that will get swatted so KFF isn't being that helpful. Dethskull allows skipping that 2-3KFF tax.

2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut





My thoughts on the clan tactics and their uses

Goffs: 6s in melee generate additionnal attack.

This is not terrible. Orks typically have a very high volume of attacks and negative modifiers are rare in melee so I can see a lot of use for this as well as strong synergy with the WAAAGGHHH banner. 20 boys attacking a unit is 80 attacks and with a banner near by 1/3 will trigger additional attacks that hit on twos. That's a LOT of choppy. Smaller squads however won't gain very much and power klaws will never get it unless it's unmodified sixes in which case the banner won't do diddly.

Bad Moons: Reroll 1s in shooting phase

This one is pretty lame. Ork's have a high volume of shots so that's plenty of opportunities to roll ones to re-roll, but then you have to roll that into a 5. It might salvage a few hits, but it wont do nearly as well as the goff trait in generating raw volume.

Evil Sunz: +1" move, advance and charge. No -1 penalty when advancing and firing assault weapons.

This is a big winner. +1 movement on boys is a really big deal as well as the +1 advance which you'll likely always be doing. All things considered this is like adding 3 inches to your charge which is amazing as it's almost like adding a whole other d6 to the roll. The advance and shoot at no penalty is only a bonus. Combine deep striking and you get an 8 inch charge re-rollable. This could be the big winner.

Death Skullz: 6+ invulnerable save army-wide. Re-roll a single to hit wound or damage roll.

I think this is a lame duck. The half daemon save is nice, but a 6+++ is not likely going to save you . The free single re-roll per unit is good for a power klaw in a unit, but not enough to outweigh the other options.


Snakebites: 6+ FNP

This one seems solid and reliable. In high body count armies or high wound models this will come in handy. It effectively increases the wounds of your army by 16%. If it has any specific synergy with the pain boyz remain to be seen. As is they would be useless as the FNP would not stack, but if the rule specifies it does then that adds a lot of beef. FNP on a vehicle and ork boys could be great as we see with dark eldar and how good it is on their 6-10 wound vehicles.

Freebooterz: +1 to hit when a Freebooterz unit destroyed a unit earlier in the turn.

This one is kind of hard to gauge due to the ambiguity of it. If you kill one thing you just get an army wide +1 to hit? Is that for shooting and melee? Shooting only? Units in an aura? It's really vague right now so it's hard to comment on. If it really is kill a unit and get army wide +1 to hit then it will be brutal. It will make ork shooting a threat and melee even more killy. I can't say too much on it yet though.

Blood Axes: Gain cover in the open. Can shoot or charge after falling back.

This one, alongside the Evil Sunz, I think will be a bread winner. Getting cover in the open means a great deal for increasing saves. Walkers and the like will be sporting a 2 up save which will be great for keeping them alive and grant them a respectable 5+ against ap-3 lascannons and the like. Hordes of boys running up the board with a 5+ armor would also be of great use especially when combined with a painboy. It's important to note this would only work against shooting though so it's not a straight +1 save and is ignored by anything that ignores cover. The fallback and shoot and charge (or charge or shoot, I've heard both) would also be nice for shooty boys and to refresh any charge bonuses you may have to ensure you swing first.


As is I see four of them actually being pretty darn solid options with no clear #1 going off of clan traits alone. Stratagems and relics as well as specific characters are yet to be seen fully so that may very well change the dynamic. If Ghazzy is the Guiliman of the Orks that could very well place Goffs on top by virtue of him alone.

 
   
 
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