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PiñaColada wrote: Someone else noticed that the article states "[...] With Dakka! Dakka! Dakka! – which lets Orks generate additional hits when they roll an unmodified 6..." in the blurb about the megatrakk skrapjet
Additional hits, not shots. Do we think that's a typo or have they massively improved the rule since it was previewed? It could just be a clumsy way of saying that the extra shots have a chance of scoring additional hits I suppose
They're just hyping up their own rules.
While being, also, technically correct; in a roundabout sense.
JimOnMars wrote: Wartrike will also allow plenty of turn-1 assaults for trukks! Bye Bye gunlines!
a) trukk isn't much of a threat. Especially as good gunlines either have chaff you have to charge or aren't that worried as they can fall back and shoot back anyway.
b) 14"+d6+2d6=24" threat range. Even with reroll adding bit...For gunline that's fairly easy to avoid. You need threat range of at least 28" to reliably T1 charge gunlines. And gunline can always deploy bit further if they really feel the need.
Thought the extra hits on a 6 had a been the rule leaked from day one.
I think a lot of us are forgetting that these new Vic's will also probably have more strategema too, perhaps a double shoot strat or something similar...
I like that these are gonna either eat up a lot of AT shots, or a lot of Heavy bolter shots not being sent at my foot slogging Boyz. As far as ITC goes, if I can run 6 of these into your line and just tie you up for 3 to four turns, my Boyz can steal objective points and dominate board control... I see a lot of potential really.
Latro_ wrote: Seems a lot of convoluted meh ork weapon options on models that will be fairly easy to kill and will hit poorly.
Really? "Easy to kill"?
Spoiler:
That's going to be a Big Deal, especially since there is no range that you can get around to negate it.
Then you have the Boomdakka Snazzwagon, with this:
Spoiler:
This might actually be meaner than Alaitoc with some of this stuff.
Good if you have token unit. IF you have several enemy will shoot one, then shoot others. Much like rotate ion shield isn't all that useful with knight army with multiple knights. I have got good usage out of that strategem once as vs multi knight list it's easy strategem to get through as long as your AT isn't style of one shadowsword only(and even that can deal with regular knight with strategem so just don't shoot the 4++ one)
JimOnMars wrote: Wartrike will also allow plenty of turn-1 assaults for trukks! Bye Bye gunlines!
a) trukk isn't much of a threat. Especially as good gunlines either have chaff you have to charge or aren't that worried as they can fall back and shoot back anyway.
b) 14"+d6+2d6=24" threat range. Even with reroll adding bit...For gunline that's fairly easy to avoid. You need threat range of at least 28" to reliably T1 charge gunlines. And gunline can always deploy bit further if they really feel the need.
There isn't take much room and pushing them back concedes board control. They also still get a reroll on the charge do they not?
You'd have to push that stuff WAY back to be secure.
I feel like grots are probably going to become a common troop choice.
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.
Doesnt the warboss on bike give WAAAGGGHHH! to bikes already? I havent played 40k in over a year (been all up on sigmar) so I forget. I assume this is not the case and Im remembering wrong, or the warboss on warbike is going away.. or changing..
That makes me happy...but I run a mostly grot/grot converted ork army. If I have more excuses to use grots I will take them all! Especially now that I'm gonna have to pick out which of these buggies to use and convert them too..
Sisters and Wolves 4000
~4000 points of Skaven
~2000 Kaptain Gitklaw's Grots
~2400 Kharadron Overlords
4x Imperial Knights
JimOnMars wrote: Wartrike will also allow plenty of turn-1 assaults for trukks! Bye Bye gunlines!
a) trukk isn't much of a threat. Especially as good gunlines either have chaff you have to charge or aren't that worried as they can fall back and shoot back anyway.
b) 14"+d6+2d6=24" threat range. Even with reroll adding bit...For gunline that's fairly easy to avoid. You need threat range of at least 28" to reliably T1 charge gunlines. And gunline can always deploy bit further if they really feel the need.
There isn't take much room and pushing them back concedes board control. They also still get a reroll on the charge do they not?
You'd have to push that stuff WAY back to be secure.
Also, a gunline that deploys 4" back has a deployment zone that's just 8" in width in a standard dawn of war deployment. Against something like IG, a leman russ or manticore is pretty big and they are going to struggle to place one down while still being able to screen it with infantry. Any gunline relying on bubble-buffs is gunna have a harder time getting max bubble coverage too. Limiting deployment width also makes it hard to do stuff like refused flanks.
Sal4m4nd3r wrote: Doesnt the warboss on bike give WAAAGGGHHH! to bikes already? I havent played 40k in over a year (been all up on sigmar) so I forget. I assume this is not the case and Im remembering wrong, or the warboss on warbike is going away.. or changing..
The warboss on bike is going away and being replaced by the wartrike, which only gives waaagh to bikes and vehicles.
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.
JimOnMars wrote: Wartrike will also allow plenty of turn-1 assaults for trukks! Bye Bye gunlines!
a) trukk isn't much of a threat. Especially as good gunlines either have chaff you have to charge or aren't that worried as they can fall back and shoot back anyway.
b) 14"+d6+2d6=24" threat range. Even with reroll adding bit...For gunline that's fairly easy to avoid. You need threat range of at least 28" to reliably T1 charge gunlines. And gunline can always deploy bit further if they really feel the need.
There isn't take much room and pushing them back concedes board control. They also still get a reroll on the charge do they not?
You'd have to push that stuff WAY back to be secure.
Well, I was thinking 4 Trukks of 48 boyz and nobz plus a dajumping blob of 40 more. Plus not every gunline can fallback and shoot with every unit. Maybe with the (presumed) nerfs to IG they won't be taken in such quantities anymore, leaving only the hapless Tau, which can still erase a lot but it would be hard pressed to get through 40 t6 and 88 t4 points in one go.
Sal4m4nd3r wrote: Doesnt the warboss on bike give WAAAGGGHHH! to bikes already? I havent played 40k in over a year (been all up on sigmar) so I forget. I assume this is not the case and Im remembering wrong, or the warboss on warbike is going away.. or changing..
The warboss on bike is going away and being replaced by the wartrike, which only gives waaagh to bikes and vehicles.
The Forgeworld one might be staying though. He's still being listed on the site along with the nob bikers. Maybe the regular version will be removed and the named one will stay since he's just better for less points anyway.
Sisters and Wolves 4000
~4000 points of Skaven
~2000 Kaptain Gitklaw's Grots
~2400 Kharadron Overlords
4x Imperial Knights
i'd be surprised if walkers get an auto6 advance, but either way would be very useful to give them waaagh!
Also, since they basically just gave us the stratagem DDD as a general rule i wonder if theyre going to beef up the other stratagem they gave us, like remove the unit limitations or at least make it max30 models?
I would run trukk boyz again if i could spend a CP after they disembark to become 1 unit suddenly. Would only be 24 instead of 30, but thats way better than 12....
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
So, my blitz brigade will be accompanied by scrapjets and shokkjump dragsters and lead by a wartrike in future. Solid anti-tank on wheels and deff rollas advancing and charging
I'm even inclined to keep them in units of 3 so they I can cover more of them with the stratagem.
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.
Jidmah wrote: So, my blitz brigade will be accompanied by scrapjets and shokkjump dragsters and lead by a wartrike in future. Solid anti-tank on wheels and deff rollas advancing and charging
I'm even inclined to keep them in units of 3 so they I can cover more of them with the stratagem.
Unfortunately with the way speedmob works I think this won't be possible. I don't think it gives you the option to not break up into individual units.
Vineheart01 wrote: i'd be surprised if walkers get an auto6 advance, but either way would be very useful to give them waaagh!
Also, since they basically just gave us the stratagem DDD as a general rule i wonder if theyre going to beef up the other stratagem they gave us, like remove the unit limitations or at least make it max30 models?
I would run trukk boyz again if i could spend a CP after they disembark to become 1 unit suddenly. Would only be 24 instead of 30, but thats way better than 12....
You can have a unit of 22, leaving 2 slots for weirdboy / painboy or boss. Not perfect but still killy.
Gorkanaught just gets 18 shots now with the big gun.
Closed captions for the video impaired.
Spoiler:
Deffkilla wartrike stats and other bitz:
Single model armed with a Killa Jet, Snagga Klaw, and 3 twin Boomsticks.
M14 ws2 bs5 s5 t6 w8 attacks5 ld7 sv4
Killa jet
Select one profile before attacking with this weapon:
-Burna Rng 8 Assaultd6 s5 ap-1 damage 1 attacks auto hit.
-cutta. Rng8 assault2 s8 ap-4 d6 damage. If target is within half range of this weapon, roll 2 dice when determining damage and discard the lowest result.
Snagga Klaw (shooting). Rng8 assault1 s4 ap0 damage1 reroll to wound rolls with this weapon
Twin Boomstick. Range12 assault2 s5 ap0 dmg1. If target is with half range of this weapon, add 1 to hit rolls
Snagga Klaw (melee) s+2 ap-2 dmgD3 reroll to wound rolls for this weapon.
Abilities:
Ere we go, mob rule, dakka dakka dakka
Friendly <clan> ork bikes and vehicles that are within 6”s of this models at the start of the close charge phase may charge even if the advanced this turn.
Once per battle, when advancing, this model may add 6”s to their movement instead of rolling a die.
Explodes. When this model is reduced to 0wounds roll a d6. On a 6 each unit within 3”s suffers 1 mortal wound.
Other bitz:
Stompa’s deffkannon is rng72” heavy 3d6 s10 ap-4 dmgD6
Super gatler is Rng48” heavy3d6 s7 ap-2 dmg1
Flash gitz have a 4+save
Snazzgun is rng24” heavy3 s6 ap-2 dmg2
Sadly only 1 ammo runt per 5 Flash Gitz (index allowed one per model).
Gorkanaughts deffstorm mega shoota is now rng36”heavy18 s6 ap-1 dmg1 (index was heavy 3d6)
No kannons, lobbas, or zzap gunz in codex.
Mek gunz are essentially the same except bubble chukka is heavyd6 sD6 ap-D6 dmgD6 (The old index rule for allocating is gone.)
Stratagems:
Skarboyz 1CP
Use this stratagem before the battle. Select a Goffs Boyz unit from your army to become a Skarboy unit. Change the strength characteristic of models in this unit to 5. Skarboy units can only “mob up” with other Skarboy units.
‘Ard boyz 2CP
Use this stratagem before the battle. Select one Boyz unit from your army to become an ‘Ard Boyz unit. Change the save characteristic of models in this unit to 5+. ‘Ard Boyz units can only mob up with ‘Ard boyz units.
Gorkanaught just gets 18 shots now with the big gun.
I don't know... for what it looks like 18 shots still seems super low, especially for BS 5+. Most imperial stuff has more than that! Seriously, you'd be hitting like 4 D1 shots! Basically a glorified heavy bolter.
GW keeps up it's promise of having all models from 7th available. 'Ard Boyz were noticeably absent from the Index. Found a back door with using a Strategem! Clever. Tho 2 CP's for 5+ isn't brilliant...
Flash gitz look better but it's a shame about the ammo runtz, makes me think that is why the rumor is nobz aren't worth taking. No more cheap ablative wounds. Shame the gun is still heavy though. But 5 flash gitz with badmoonz trait and DDD kill 4-5 primaris marines in a shooting phase, which is pretty killy. Range remains a problem.
Nice to see the bubblechucka be less (but still very) random
Not sure I'd spend CP on Skarboyz or 'Ard boyz. Not running Goffs and 2CP for a 5+ armor save is pretty meh.
Not sold on 2CP for just a 5+. It's better than nothing, but it's hardly something.
Skarboyz sound fun; but they're going to be competing with Evil Sunz just for that +1, and that +1 is a lot to lose.
Flashgits lost ammo runts, which dampens their survivability (could assign hits to runts, right?), as well as damage output.
Gorkanaut sounds better.
Missing kannons/lobbas/zzap is... weird. They've been a staple of the army since 3rd.
I shouldn't expect everything to be winners - but this is dampening my hype a tiny bit. On the other hand, GW seems to have learned Ork shooting requires volume to do anything, so that's a plus.
This message was edited 1 time. Last update was at 2018/10/17 23:13:11
Gorkanaught just gets 18 shots now with the big gun.
I don't know... for what it looks like 18 shots still seems super low, especially for BS 5+. Most imperial stuff has more than that! Seriously, you'd be hitting like 4 D1 shots! Basically a glorified heavy bolter.
It's exactly the same firepower of a maxed out Dakkajet (without the strafing run). I'm very happy with this. With the rumored teleportation strat this sounds great.
Gorkanaught just gets 18 shots now with the big gun.
I don't know... for what it looks like 18 shots still seems super low, especially for BS 5+. Most imperial stuff has more than that! Seriously, you'd be hitting like 4 D1 shots! Basically a glorified heavy bolter.
It's exactly the same firepower of a maxed out Dakkajet (without the strafing run). I'm very happy with this. With the rumored teleportation strat this sounds great.
Yeah, but where's the Punisher Cannon weapon for Orks?
20/40 shots at BS4+ compared to our 18 at BS5+; sure, we have DDD, but still.
That said, the 'naut is a close combat monster, so it's shooting is... supplemental, at best.
By my math the Stompa's Dethkannon will average about 9.5 wounds to most tanks (that is factoring in DDD). That falls far short of fixing the Stompa by itself, but it is certainly an improvement.
Really interested to see if they changed Dreds and Kans. And Trukks. And... hell, everything! Losing Kannons is sad, such a cheap toy. Of course, it's all about the points. If a Stompa is still 900 plus you'll still never see them. Probably another week before the full codex leaks.