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![[Post New]](/s/i/i.gif) 2018/08/27 19:45:58
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Regular Dakkanaut
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ceorron wrote:So orks are getting the following removed: Zzap Gunz, Kannons, Lobbaz, Warboss on warbike, Big Mek on warbike, Painboy on warbike.
Are orks, following the codex release, the only faction ending with fewer playable models than we started with.
Get a move on GW you could have had these kits completed instead of removed and no one would have questioned you.
Cheated
Nobody said anything about zzaps, lobbas or kannons apart from you...
Don't discount your chickens before the dex actually drops...
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![[Post New]](/s/i/i.gif) 2018/08/27 19:58:57
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Dakka Veteran
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recap from B&C:
- No Warboss / Mek / Painboy on bike in the Codex
- "Megatrakk Skrap-jet" - Confirmed to be a character-toting trike, the one shown in the background of the Buggy video
- "Squig Buggy" (possibly the "Rockettrukk Squig Buggy") is mentioned as another vehicle we haven't seen (thanks to Triszin and PiñaColada for correcting this)
- Mek Shop fortification, gives nearby shooting units with a random number of shots the maximum number of shots
- "Dakka Dakka" Rule - Rolls of 6 in the shooting phase generate extra shots
Clan Rules (pretty much repeats what Valrak's already reported):
Goffs - Rolls of 6 to hit in close combat generate further attacks
Bad Moons - Re-roll 1's to hit
Evil Sunz - +1 to Movement, as well as +1 to Advances and Charges
Deathskulls - 6+ invulnerable save, units may also re-roll one to-hit, to-wound and damage roll for shooting
Blood Axes - May Advance and Charge after Falling Back, also count as in Cover while in the open
Snakebites - 6+ rolls to ignore wounds, like Disgustingly Resilient
Freebooters - Get +1 to hit if another nearby friendly model destroys an enemy (thanks to Sawtooth for pointing out the original absence of this in the post)
Strategems:
Teleport - Lets the Ork player keep 20PL of models off the board, teleport in within 9" of the enemy on Turn 1 - no mention of how this works with the new Deep Strike restrictions in the Big FAQ
Green Tide - Take an understrength Boyz unit, set them up, full-strength, within 6" of a board edge and 9" from an enemy unit
Grot Shield - When an Ork unit near a unit of Grots is hit in the shooting phase, roll a 2+, Grots take the shot instead
Ramming Speed - Vehicle charges 3d6", does mortal wounds when it successfully charges - combine this with some of the new Buggies (or a Gorkanaut), and hoo boy
Looted - Ork infantry unit gains +1 to armor save when a vehicle is destroyed near them
Long, Uncontrolled Bursts - Add +1 to hit for a flying unit that shoot at other flyers
Get Stuck In - Ork unit may pile in and fight again
These all sound fun enough, but I'm worried that they don't do much/anything for Orks problems with shooting vs. all the -1s in the game.
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![[Post New]](/s/i/i.gif) 2018/08/27 20:04:40
Subject: Speed Freaks boxed game - COMING THIS ORKTOBER
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Longtime Dakkanaut
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PiñaColada wrote:Well, it's unfortunate in my mind since as an almost exclusively vehicle based Evil Sunz player that trait doesn't seem to really have been aimed at improving those types of lists but instead hordes of footsloggers.
Or they had the right intent but in my opinion, poor execution. I'm not saying they're the worst thing in the world but they just feel a bit uninspired.
In the end I'm okay with it since the strats leaked seem super fun and hopefully also useful
Considering most Ork weapons are assault and you also get to ignore the penalty for firing assault weapons after advancing it is actually amazing. Even for vehicles, who basically gain 2" of movement and can fire all their assault weapons at full BS instead of -1.
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![[Post New]](/s/i/i.gif) 2018/08/27 20:07:04
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Mekboy on Kustom Deth Kopta
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aracersss wrote:recap from B&C:
- "Megatrakk Skrap-jet" - Confirmed to be a character-toting trike, the one shown in the background of the Buggy video
This is false, the Mega-Trakk Scrapjet was not confirmed as the boss model.
The boss model, he believes, is the Wartrike.
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![[Post New]](/s/i/i.gif) 2018/08/27 20:16:55
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Locked in the Tower of Amareo
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For teleport strategem pretty clear the deep strike restriction which was invented AFTER codex was done basically would have no difference. So teleport will logically enough work just like others.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/08/27 20:32:29
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Dakka Veteran
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tneva82 wrote:For teleport strategem pretty clear the deep strike restriction which was invented AFTER codex was done basically would have no difference. So teleport will logically enough work just like others.
who said it wouldn't. You have to wait until turn 2 just like anything else coming in from reserves, unless you deploy in your own deployment zone.
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![[Post New]](/s/i/i.gif) 2018/08/27 20:39:21
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Locked in the Tower of Amareo
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mhalko1 wrote:tneva82 wrote:For teleport strategem pretty clear the deep strike restriction which was invented AFTER codex was done basically would have no difference. So teleport will logically enough work just like others.
who said it wouldn't. You have to wait until turn 2 just like anything else coming in from reserves, unless you deploy in your own deployment zone.
It was related to this:
Teleport - Lets the Ork player keep 20PL of models off the board, teleport in within 9" of the enemy on Turn 1 - no mention of how this works with the new Deep Strike restrictions in the Big FAQ
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/08/27 20:39:57
Subject: Re:ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Regular Dakkanaut
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mortar_crew wrote:"Zzap Gunz, Kannons, Lobbaz"
If (as I fear now) it is true. I am out plain and simple.
I don't care about rules or stratagems if I can't use the damn models.
These weapons have been the core of the ork artillery since what 2d edition?
Sorry to be negative even before the codex is out, but once again orks seems
to get screwed with the new book.
If the release confirm this, orks will be modelling only for me, period.
3rd Edition. And even then, they were basically just for people to represent their old wacky 2nd Edition artillery pieces - Traktor Kannons, Smasha Guns, Pulsa Rokkits, Squig Lobbas, etc. - you know, the stuff that's mostly now covered by Mek Guns...
Big Guns have never been more than an afterthought. They aren't the core of anything.
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![[Post New]](/s/i/i.gif) 2018/08/27 20:42:04
Subject: Re:ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Bonkers Buggy Driver with Rockets
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- Mek Shop fortification, gives nearby shooting units with a random number of shots the maximum number of shots
Now this is interesting - Ork terrain kit? Good for Lootas, I guess.
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![[Post New]](/s/i/i.gif) 2018/08/27 20:46:23
Subject: Re:ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Locked in the Tower of Amareo
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Oguhmek wrote:- Mek Shop fortification, gives nearby shooting units with a random number of shots the maximum number of shots
Now this is interesting - Ork terrain kit? Good for Lootas, I guess.
Depending on price and any negative sides(everybody was drooling about similar ability for knights before full rules were leaked...) this could be sick for lootas and... KMK's. If fit 18 of those firing 6 shots per turn? Would be sick.
Either there has to be limitations or it's very pricey.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/08/27 20:59:36
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Battlewagon Driver with Charged Engine
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aracersss wrote:recap from B&C:
- No Warboss / Mek / Painboy on bike in the Codex
- "Megatrakk Skrap-jet" - Confirmed to be a character-toting trike, the one shown in the background of the Buggy video
- "Squig Buggy" (possibly the "Rockettrukk Squig Buggy") is mentioned as another vehicle we haven't seen (thanks to Triszin and PiñaColada for correcting this)
- Mek Shop fortification, gives nearby shooting units with a random number of shots the maximum number of shots
- "Dakka Dakka" Rule - Rolls of 6 in the shooting phase generate extra shots
Clan Rules (pretty much repeats what Valrak's already reported):
Goffs - Rolls of 6 to hit in close combat generate further attacks
Bad Moons - Re-roll 1's to hit
Evil Sunz - +1 to Movement, as well as +1 to Advances and Charges
Deathskulls - 6+ invulnerable save, units may also re-roll one to-hit, to-wound and damage roll for shooting
Blood Axes - May Advance and Charge after Falling Back, also count as in Cover while in the open
Snakebites - 6+ rolls to ignore wounds, like Disgustingly Resilient
Freebooters - Get +1 to hit if another nearby friendly model destroys an enemy (thanks to Sawtooth for pointing out the original absence of this in the post)
Strategems:
Teleport - Lets the Ork player keep 20PL of models off the board, teleport in within 9" of the enemy on Turn 1 - no mention of how this works with the new Deep Strike restrictions in the Big FAQ
Green Tide - Take an understrength Boyz unit, set them up, full-strength, within 6" of a board edge and 9" from an enemy unit
Grot Shield - When an Ork unit near a unit of Grots is hit in the shooting phase, roll a 2+, Grots take the shot instead
Ramming Speed - Vehicle charges 3d6", does mortal wounds when it successfully charges - combine this with some of the new Buggies (or a Gorkanaut), and hoo boy
Looted - Ork infantry unit gains +1 to armor save when a vehicle is destroyed near them
Long, Uncontrolled Bursts - Add +1 to hit for a flying unit that shoot at other flyers
Get Stuck In - Ork unit may pile in and fight again
These all sound fun enough, but I'm worried that they don't do much/anything for Orks problems with shooting vs. all the -1s in the game.
Interestingly the Evil Suns clan rules here dont mention the no BS penalties from advancing and fireing assault weapons. I wonder if they just missed that piece or if thats a change from other rumors we have seen.
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![[Post New]](/s/i/i.gif) 2018/08/27 21:27:45
Subject: Speed Freaks boxed game - COMING THIS ORKTOBER
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Growlin' Guntrukk Driver with Killacannon
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rtb02 wrote: ceorron wrote:So orks are getting the following removed: Zzap Gunz, Kannons, Lobbaz, Warboss on warbike, Big Mek on warbike, Painboy on warbike. Are orks, following the codex release, the only faction ending with fewer playable models than we started with. Get a move on GW you could have had these kits completed instead of removed and no one would have questioned you. Cheated Nobody said anything about zzaps, lobbas or kannons apart from you... Don't discount your chickens before the dex actually drops... ceorron wrote: An Actual Englishman wrote: Hopefully Big Gunz are gone, they're fething awful models and don't really have a place in the game anymore. I don't hope for that, though they really need new models. I'm sure GW knows this, and so may remove them for that reason, making them battlewagon only. Still I would welcome their return as artillery pieces as they are really useful in the game, way better than the not so good (too random) mek gunz we got last time. Or they may stay, time will tell. I have plenty of them and still use them time to time. To quote myself it was "An Actual Englishman" that said it first!
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This message was edited 3 times. Last update was at 2018/08/27 21:29:08
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![[Post New]](/s/i/i.gif) 2018/08/27 21:35:15
Subject: Re:ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Dakka Veteran
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Thommy H wrote:mortar_crew wrote:"Zzap Gunz, Kannons, Lobbaz"
If (as I fear now) it is true. I am out plain and simple.
I don't care about rules or stratagems if I can't use the damn models.
These weapons have been the core of the ork artillery since what 2d edition?
Sorry to be negative even before the codex is out, but once again orks seems
to get screwed with the new book.
If the release confirm this, orks will be modelling only for me, period.
3rd Edition. And even then, they were basically just for people to represent their old wacky 2nd Edition artillery pieces - Traktor Kannons, Smasha Guns, Pulsa Rokkits, Squig Lobbas, etc. - you know, the stuff that's mostly now covered by Mek Guns...
Big Guns have never been more than an afterthought. They aren't the core of anything.
3rd Edition indeed. My bad.
You may feel that
"Big Guns have never been more than an afterthought. They aren't the core of anything."
but
I still have 24 (soon useless if not friendly games) pieces of metal which beg to differ.
And don't even get me started about the (already axed for most of them) Forgeworld model
which are fitted with the resin equivalent of these gunz (gunwagonz, battle forteresses, squiggoths big or even bigger etc...)
These gunz have been the ork artillery fo rmore years than the plastic kits.
I do not believe I would have been that hard to keep them an entry as in the last codex.
Again, fell free to think the other way.
Automatically Appended Next Post: mortar_crew wrote:Thommy H wrote:mortar_crew wrote:"Zzap Gunz, Kannons, Lobbaz"
If (as I fear now) it is true. I am out plain and simple.
I don't care about rules or stratagems if I can't use the damn models.
These weapons have been the core of the ork artillery since what 2d edition?
Sorry to be negative even before the codex is out, but once again orks seems
to get screwed with the new book.
If the release confirm this, orks will be modelling only for me, period.
3rd Edition. And even then, they were basically just for people to represent their old wacky 2nd Edition artillery pieces - Traktor Kannons, Smasha Guns, Pulsa Rokkits, Squig Lobbas, etc. - you know, the stuff that's mostly now covered by Mek Guns...
Big Guns have never been more than an afterthought. They aren't the core of anything.
3rd Edition indeed. My bad.
You may feel that
"Big Guns have never been more than an afterthought. They aren't the core of anything."
but
I still have 24 (soon useless if not friendly games) pieces of metal which beg to differ.
And don't even get me started about the (already axed for most of them) Forgeworld model
which are fitted with the resin equivalent of these gunz (gunwagonz, battle forteresses, squiggoths big or even bigger etc...)
These gunz have been the ork artillery for rmore years than the plastic kits.
I do not believe I would have been that hard to keep them an entry as in the last codex.
Again, fell free to think the other way.
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This message was edited 1 time. Last update was at 2018/08/27 21:35:53
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![[Post New]](/s/i/i.gif) 2018/08/27 21:37:07
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Regular Dakkanaut
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Battlewagons can take them all as they're plastic and on the sprue. Can't see them going anywhere.
Why is the sky falling when it's pure speculation?...
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![[Post New]](/s/i/i.gif) 2018/08/27 21:40:46
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Ancient Space Wolves Venerable Dreadnought
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I miss the old pulsa rokkits. Seems like they could come back easily enough; plenty of effects mess with movement and dropping portable dangerous terrain on their assault unit sounds pretty Orky to me…
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"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran |
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![[Post New]](/s/i/i.gif) 2018/08/27 21:53:04
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Big Mek in Kustom Dragster with Soopa-Gun
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i swear to god if bikerboss/painboy goes away....
They are REQUIRED to run a biker army. Not only on a power level since regular bikers arent crazy strong just decent but also on a logic level - what warband of speed freaks is not led by a bigger speedier freak on a bigger bike?
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2018/08/27 22:03:54
Subject: Re:ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Inspiring SDF-1 Bridge Officer
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mortar_crew wrote:Thommy H wrote:mortar_crew wrote:"Zzap Gunz, Kannons, Lobbaz"
If (as I fear now) it is true. I am out plain and simple.
I don't care about rules or stratagems if I can't use the damn models.
These weapons have been the core of the ork artillery since what 2d edition?
Sorry to be negative even before the codex is out, but once again orks seems
to get screwed with the new book.
If the release confirm this, orks will be modelling only for me, period.
3rd Edition. And even then, they were basically just for people to represent their old wacky 2nd Edition artillery pieces - Traktor Kannons, Smasha Guns, Pulsa Rokkits, Squig Lobbas, etc. - you know, the stuff that's mostly now covered by Mek Guns...
Big Guns have never been more than an afterthought. They aren't the core of anything.
3rd Edition indeed. My bad.
You may feel that
"Big Guns have never been more than an afterthought. They aren't the core of anything."
but
I still have 24 (soon useless if not friendly games) pieces of metal which beg to differ.
And don't even get me started about the (already axed for most of them) Forgeworld model
which are fitted with the resin equivalent of these gunz (gunwagonz, battle forteresses, squiggoths big or even bigger etc...)
These gunz have been the ork artillery fo rmore years than the plastic kits.
I do not believe I would have been that hard to keep them an entry as in the last codex.
Again, fell free to think the other way.
You can still use the index rules for the cannons until at least 9th drops, and it doesn’t have to be in “friendly games only”. There’s plenty of other factions who have models that the index rules apply to. GW itself has said if there isn’t codex rules, use the index rules.
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It never ends well |
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![[Post New]](/s/i/i.gif) 2018/08/27 22:09:36
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Mekboy on Kustom Deth Kopta
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Vineheart01 wrote:i swear to god if bikerboss/painboy goes away....
They are REQUIRED to run a biker army. Not only on a power level since regular bikers arent crazy strong just decent but also on a logic level - what warband of speed freaks is not led by a bigger speedier freak on a bigger bike?
100% but I'm hoping the Wartrike might fulfill the same purpose?
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![[Post New]](/s/i/i.gif) 2018/08/27 22:27:25
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Khorne Chosen Marine Riding a Juggernaut
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lootas on a mekshop firing 45 shots a turn with some grots in front of them taking return fire on a 2+
i knew i kept these two failing units around in my army for what 15-20 years...
also whist its great and keeping with the 8th ed vibe... re-rollin one's and extra dice on 6's and 6 fnp.... anyone who plays orks will know this is gonna slow play down a fair bit, not great for the tourney scene but hey ho i'm too old these days to break my back taking my orks to a torney anyway
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This message was edited 1 time. Last update was at 2018/08/27 22:30:55
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![[Post New]](/s/i/i.gif) 2018/08/27 23:15:42
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Big Mek in Kustom Dragster with Soopa-Gun
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An Actual Englishman wrote: Vineheart01 wrote:i swear to god if bikerboss/painboy goes away....
They are REQUIRED to run a biker army. Not only on a power level since regular bikers arent crazy strong just decent but also on a logic level - what warband of speed freaks is not led by a bigger speedier freak on a bigger bike?
100% but I'm hoping the Wartrike might fulfill the same purpose?
But the wartrike seems to be a totally different role.
Not to mention not being able to use my warboss on bike conversion i did like 7 years ago that i still think looks badass (despite my painting skills being immensely inferior before now) would really urk me.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2018/08/27 23:39:21
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Oozing Plague Marine Terminator
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If Bad Moons was reroll ones in shooting AND cc, that would be pretty damn Boss.
Ive been stuck on what Clan to paint since they all look good on Orkz.
Seems like Evil Suns>Blood Axe>Snake Bite>Goff>Death Skulls>FreeBootaz>Bad Moons
I was planning Death skull Boyz and lootaz, Bad Moons shootaz and armor.
Might have to switch to Death Skulls lootaz and armor, and Evil Suns for boyz.
Of course, we should also see some Clan specific Stratagems that can make the difference.
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![[Post New]](/s/i/i.gif) 2018/08/28 01:44:13
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Longtime Dakkanaut
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Index doesn't work in tournament lists?
Big guns, rough riders and blasterborn are still options according to the GW FAQ.
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![[Post New]](/s/i/i.gif) 2018/08/28 01:46:57
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Regular Dakkanaut
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All my boys are armed with choppas and sluggas and painted Badmoon. Don’t know what to do about that.
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![[Post New]](/s/i/i.gif) 2018/08/28 01:51:10
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Fixture of Dakka
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Billagio wrote:
I thought that too, but if its shots and not hits its not really that crazy. 1/6 chance to get a free shot, which then has a 1/3 chance of hitting aint game breaking. My main concern is that we lose (or get nerfed) in one of our existing army wide special rules to make up for it (ere we go/mob rule). Hearing this plus the lack of mob rule in KT worries me a bit
Dakka dakka could be one of those detachment rules when battleforged, like the custodes plus 1 to invulnerable saves. I'm also hoping a natural sixes always hit rule is included in the chapter approved 2018.
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This message was edited 1 time. Last update was at 2018/08/28 01:53:40
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![[Post New]](/s/i/i.gif) 2018/08/28 02:00:49
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Dakka Veteran
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Tastyfish wrote:Index doesn't work in tournament lists?
Big guns, rough riders and blasterborn are still options according to the GW FAQ.
That's what make me angry about this edition: just keep them in the damn 'dex for Gork's sake!
Their last entry was easy: the base which can be upgraded to the new ones.
Why not just keep it that way?!
Anyway, waiting the actual release to be sure, but not holding my breath.
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![[Post New]](/s/i/i.gif) 2018/08/28 02:36:23
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Battlewagon Driver with Charged Engine
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Kendo wrote:All my boys are armed with choppas and sluggas and painted Badmoon. Don’t know what to do about that.
Dont play people who will care. Most people I play dont care as long as I let them know beforehand that the slugga boys are shootas or vice versa.
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![[Post New]](/s/i/i.gif) 2018/08/28 02:41:11
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Well they don't have miniatures... so... Easier said than done man. Random players at pick-up games in stores or people who play tournaments are lot are going to run into issues.
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This message was edited 1 time. Last update was at 2018/08/28 02:42:36
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![[Post New]](/s/i/i.gif) 2018/08/28 02:42:00
Subject: Re:ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Locked in the Tower of Amareo
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mortar_crew wrote:
I do not believe I would have been that hard to keep them an entry as in the last codex.
Basically would have required complete change of direction from GW.
a) no model, no entry in codex
b) but there are models! Well look at the GW webstore. See them? No? They were finecast. GW wants to get rid of non-plastic ASAP. And they had been plastified already...
c) ...by mek guns. They are basically GW's version of making plastic version of big guns. However GW doesn't do just plastic versions or updates. If they do kit it's going to be new unit with new rules old models can't be used as count as. Look at mek guns and new buggies. They call them updated buggy but in reality are new units with new rules that old models can't even be used to represent.
This was fairly likely scenario from the moment mek guns were released. Big guns were too generic and easy to get from 3rd party. So being relegated to being used from index was fairly likely scenario always.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/08/28 02:43:42
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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That's why I don't see us ever getting plastic Kommandos/Tankbustas. [EDIT]: Also, one thing to keep in mind, is that Kannons, Lobbaz and Zzapp guns are from the 'boring brown' period of the Orks, in that post-Gorkamorka 3rd Edition 40K era where orks were just Generic Goffs with nothing to make them interesting. Consider they went from having Traktor Cannons, Splatter Cannons, Smasha Gunz, Squig catapults, Shokk Attack Gunz and Pulsa Rokkits to generic cannon, generic mortar, slightly temperamental lascannon. Such excitement. Much flavour. Wow. I took a while for the colour of the Orks to brighten up, and for new models to revitalise the line.
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This message was edited 1 time. Last update was at 2018/08/28 02:46:47
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![[Post New]](/s/i/i.gif) 2018/08/28 02:45:17
Subject: ORKTOBER -- Speed Freaks (boxed game) and Codex: Orks
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Locked in the Tower of Amareo
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mortar_crew wrote:
Their last entry was easy: the base which can be upgraded to the new ones.
Why not just keep it that way?!
Would require GW to keep finecast on sale when GW wants to get rid of them and has already "plastified" them in form of mek guns.
You expect them to keep old warbuggy on sale with new version that's basically new unit rather than update of old comes out? Automatically Appended Next Post: H.B.M.C. wrote:That's why I don't see us ever getting plastic Kommandos/Tankbustas.
Which would eventually mean removal of them from codex as well as finecast models aren't going to be on sale forever.
I think they will come BUT they might not be kommando/tankbustas as we know them...Like upgraded "big guns" and upgraded "buggies".
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This message was edited 1 time. Last update was at 2018/08/28 02:46:51
2024 painted/bought: 109/109 |
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