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Made in us
Krazed Killa Kan






Well, the hard boys strategems definitely throws boys back in. It's expensive, in terms of CP, but it definitely could make a boy unit better able to get stuck in when combined with tactics and a painboy.

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 us
Decrepit Dakkanaut





 lolman1c wrote:
nagash42 wrote:
KiriothTV just posted more stuff

https://youtu.be/MPveZpD3SMg

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.


If 6s generate attacks:

((18 * .167) + 18) * .333 = 7 hits

If 6s generate hits:

(18 * .167) + (18 * .333) = 9 hits
   
Made in us
Roarin' Runtherd



New England

can you make 'Ard Skarboyz?
   
Made in us
Decrepit Dakkanaut





Zachectomy wrote:
can you make 'Ard Skarboyz?


I bet they're for different "kulturs". (so probably not)

This message was edited 1 time. Last update was at 2018/10/17 23:44:56


 
   
Made in us
Krazed Killa Kan






Oh god, I just had a thought.

Evil Suns plus nob bikers plus deffkilla wartrike plus kombi skorchas plus speed freeks strategem.

Flying down the board roasting units and smashing into everything.

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 us
Mekboy Hammerin' Somethin'




Alaska

 Daedalus81 wrote:
Zachectomy wrote:
can you make 'Ard Skarboyz?


I bet they're for different "kulturs". (so probably not)

I could see Bad Moons getting a stratagem to reflect having better armor, but I hope this stratagem isn't it for two reasons:
1. There are 'Ardboyz in every clan*
2. It sucks

*Then again every clan used to be able to take Skarboyz, but Goffs usually had more so it doesn't bother me that much

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in us
Battlewagon Driver with Charged Engine





'Ard boyz units can only mob up with other 'Ard boyz units....when it is mathematically impossible for there to be more than 1 'Ard boyz unit. Uh, ok.

Why not just say 'Ard boyz cannot use the mob up rule?
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 JimOnMars wrote:
'Ard boyz units can only mob up with other 'Ard boyz units....when it is mathematically impossible for there to be more than 1 'Ard boyz unit. Uh, ok.

Why not just say 'Ard boyz cannot use the mob up rule?

Because it's possible that you can use it multiple times before the game starts?
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

There is now a weapon called a boomstick.
This makes me really happy.
LISTEN UP YA GITZ! DIS. IZ. MAH. BOOMSTICK!!

Spoiler:


I already have a warboss that has a sort of Ashley Williams power klaw thing going on for him, with a chainsaw sticking out of his arm.
Maybe I can give him a boomstick.

Snazzguns being heavy at 24" range isn't great. If you move you will be hitting on 6s.

No artillery makes me sad. What am I going do with my Zzap gun conversions now?

Skarboyz and 'ardboyz being locked to strategems suuuucks.
'ard boyz are only 5+ saves too. Remember how they were 4+ saves and troop choices in 4th ed? That was awesome. I liked that.

So in summary, the new HQ is great, every else ranges from "meh" to "zog off".

This message was edited 6 times. Last update was at 2018/10/18 00:28:13


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Regular Dakkanaut





 JimOnMars wrote:
'Ard boyz units can only mob up with other 'Ard boyz units....when it is mathematically impossible for there to be more than 1 'Ard boyz unit. Uh, ok.

Why not just say 'Ard boyz cannot use the mob up rule?


You can use before combat stratagems as many times you want.
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





 JimOnMars wrote:
'Ard boyz units can only mob up with other 'Ard boyz units....when it is mathematically impossible for there to be more than 1 'Ard boyz unit. Uh, ok.

Why not just say 'Ard boyz cannot use the mob up rule?

Why is it impossible for there to be multiple ard boyz and/or skarboyz? Nothing about the rule(s) as-rumoured prevents it…

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Mr_Rose wrote:
 JimOnMars wrote:
'Ard boyz units can only mob up with other 'Ard boyz units....when it is mathematically impossible for there to be more than 1 'Ard boyz unit. Uh, ok.

Why not just say 'Ard boyz cannot use the mob up rule?

Why is it impossible for there to be multiple ard boyz and/or skarboyz? Nothing about the rule(s) as-rumoured prevents it…


Can you use a stratagem multiple times before the game starts? I think you can, but I'm not sure.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Dakka Veteran





 CthuluIsSpy wrote:


Snazzguns being heavy at 24" range isn't great. If you move you will be hitting on 6s.



aren't they bs4+ ?
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

 aracersss wrote:
 CthuluIsSpy wrote:


Snazzguns being heavy at 24" range isn't great. If you move you will be hitting on 6s.



aren't they bs4+ ?

Yep, and their weapons got a lot more punch than they used to have.

I can see the 24" range and heavy still being a problem, depending on points, especially if Ammor Runts are going to be a lot more limited.

Hard to tell without the codex though. I'm super excited!

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in ca
Gargantuan Gargant






Obviously points cost is a big factor with regards to how much better Flash Gitz are, but with their current weapon upgrade, don't they step on the toes of Lootas currently? They have better AP, same damage, with only one less strength and of course half the range. But with a 4+ save and guaranteed 3 shots and BS4+, they seem like they outdo Lootas in their own role tbh. I hope they've done something to make Lootas worth taking in their own right.
   
Made in us
Battlewagon Driver with Charged Engine





 clodax66 wrote:
 JimOnMars wrote:
'Ard boyz units can only mob up with other 'Ard boyz units....when it is mathematically impossible for there to be more than 1 'Ard boyz unit. Uh, ok.

Why not just say 'Ard boyz cannot use the mob up rule?


You can use before combat stratagems as many times you want.
Cool, forgot about that because I've never had a chance to use them.

4CP for 60 4+ Blood Axes (at 7 points each) is pretty good...I rarely use all of my CP. All we need now is a 5+++ painboy and these boyz are just shy of marines.
   
Made in us
Haemonculi Flesh Apprentice






Holy feth that trike is gross. You guys haven't missed the part that said once a game he can auto advance 6" on top of his base 14" move right? He can move 20" and still assault, if evil suns hes going 22" +2d6... I'd easily run with a trio of these and smash into the enemy lines ASAP. It is starting to seem as though Orks might be scary fast.

A truck moving 14+d6 then assaulting 2d6 more is also gross, again as an evil sun thats 26" average threat range. Also, if you charge the enemy and he successfully blows the truck up with overwatch, just hop the boys out 3" in front of the truck and assault with them.

   
Made in us
Battlewagon Driver with Charged Engine





 Red Corsair wrote:
Holy feth that trike is gross. You guys haven't missed the part that said once a game he can auto advance 6" on top of his base 14" move right? He can move 20" and still assault, if evil suns hes going 22" +2d6... I'd easily run with a trio of these and smash into the enemy lines ASAP. It is starting to seem as though Orks might be scary fast.

A truck moving 14+d6 then assaulting 2d6 more is also gross, again as an evil sun thats 26" average threat range. Also, if you charge the enemy and he successfully blows the truck up with overwatch, just hop the boys out 3" in front of the truck and assault with them.
That biker boss is a character--meaning he can't be targeted at all on turn 1, provided he's 1/2 inch back from something else. There is almost no way to counter that easy 30 inches of charge on turn 1.

   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

fe40k wrote:
 LeVeux wrote:
 lolman1c wrote:
nagash42 wrote:
KiriothTV just posted more stuff

https://youtu.be/MPveZpD3SMg

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.


Nobody but Imperial Guard gets the privilege of having a heavy machine-gun weapon that actually fires enough dice to feel like a proper machinegun.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in jp
Dakka Veteran




 beerbeard wrote:
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.




Loosing Kannons (and Lobbas and Zapps) sucks big time,
period.

Why not just let them be the base you can upgrade from as before?

This is a big let down.

This message was edited 1 time. Last update was at 2018/10/18 03:28:36


 
   
Made in us
Haemonculi Flesh Apprentice






Or just use the old models with the new models rules since now there is no overlap. Not seeing why it is such a let down. Those 3rd edition guns were a bland rework from the original orky arty, they simply returned to form.

Again I personally, and I bet most other gamers would not bat an eye at a player using zap, kanon and lobba models as smasha, tracta, mega blasta and bubble chukkas.

   
Made in us
Mekboy Hammerin' Somethin'




Alaska

 Red Corsair wrote:
Or just use the old models with the new models rules since now there is no overlap. Not seeing why it is such a let down. Those 3rd edition guns were a bland rework from the original orky arty, they simply returned to form.

Again I personally, and I bet most other gamers would not bat an eye at a player using zap, kanon and lobba models as smasha, tracta, mega blasta and bubble chukkas.

I'm not going to use mine as Mek Gunz because they are so much smaller and (other than the zzap gun) don't look right as Mek Gunz IMO. Thankfully there's the Index so those of us with big collections of Big Gunz can keep using them in casual/narrative games. (Funny thing is that I'm actually going to use my really old metal Mek Gunz as Zzap Gunz because of the size difference.)

I like Big Gunz more than Mek Gunz (although I also like Mek Gunz). Some call them bland, but I think they're more like the meat and potatoes to the Mek Gunz' chili powder. Chili powder is tasty sprinkled on things, but makes for a poor meal. Another comparison would be big shootas and kustom mega blastas. It's fun to have a KMB here and there but I prefer more good ol' big shootas.

Another thing I'd like to point out is that Big Gunz have been units for more years total than Mek Gunz. While Smasha Hunz, Traktor Kannons, etc. came out years before the Big Gunz did they we're discontinued back in the 90s. Big Gunz have been in our books for about twenty years. I think it's understandable that a lot of people would have a strong attachment to them.

I hope this doesn't sound angry or ranty, it wasn't meant to. They're one of my favorite units, so I get a little overly-sensitive when people are dismissive of them. Them being relegated to the Index isn't that big of a deal and I made my peace with it months ago.

This message was edited 1 time. Last update was at 2018/10/18 04:20:51


YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in gb
Regular Dakkanaut




You can still use index rules and they can be used in any game.

Gw would argue that kannons and lobbas are too generic and people could buy third party versions.

Ultimately they're still usable, just no rules update.
   
Made in us
Roarin' Runtherd




Ok idea... What if you took the deffkilla wartrike and some forgeworld meka dreads with the mega charga ability? With evil suns rules, the meka dread goes 14" from the mega charga double move, advances d6 +1 and can still charge with 2d6+1 thanks to the wartrike, which can easily keep up. Getting first turn charges with the wartrike and some huge meka dreads sounds crazy

This message was edited 1 time. Last update was at 2018/10/18 04:33:43


 
   
Made in us
Longtime Dakkanaut




 Red Corsair wrote:
Holy feth that trike is gross. You guys haven't missed the part that said once a game he can auto advance 6" on top of his base 14" move right? He can move 20" and still assault, if evil suns hes going 22" +2d6... I'd easily run with a trio of these and smash into the enemy lines ASAP. It is starting to seem as though Orks might be scary fast.

A truck moving 14+d6 then assaulting 2d6 more is also gross, again as an evil sun thats 26" average threat range. Also, if you charge the enemy and he successfully blows the truck up with overwatch, just hop the boys out 3" in front of the truck and assault with them.


He’s basically zhardsnark except zhardsnark was cheaper and had a better powerklaw.
   
Made in us
Haemonculi Flesh Apprentice






Zhardsnark is still available. So now you can take him and three of these. Plus he doesn't give waaagh to bikes or vehicles just infantry which is worse for his role. You also weren't taking Zsnark in non Evil sunz. It's definitely a win. Plus the new ride has better guns. The reroll to wound makes the trikes claw very good, same with the consistent 2 damage.

This message was edited 1 time. Last update was at 2018/10/18 05:13:18


   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Those flash gits look pretty mean. Depending on points, they might finally be awesome passengers for battlewagons. Even on 5+ they just as good as DG blight launchers and blight launchers rock.

You can now drive them to the middle of the board turn one, and then have them pump out 17-18 hits per turn starting turn 2. S6 AP-2 also makes them awesome at mowing down guardsmen that are trying to screen more valuable targets, even if they are in cover and flash gits are moving, they will wipe out one unit of 10 guardsmen on average - assuming that's still an issue after CA.

This message was edited 2 times. Last update was at 2018/10/18 06:25:32


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
Battlewagon Driver with Charged Engine




Okay, so a few things.

The skarboyz strat seems like a good "get" for Goff players. Super worth it IMO.

That 'ard boys strat though, ooof.. I'm not seeing the value there to be honest but I guess if you're blood axes and have the unit next to a vehicle that blows up then you can do the "Looted" stratagem and it'll add up to something real nice. Too many variables for that to work most likely though.

The Deffkilla wartrike. I'm a little bit disappointed he's only base S5. Another point of strength would have mde him hit with S8 attacks because of his weapon in CC, which would help immensly. Speaking of his weapon, surely there's a stratagem tied to the shooting profile on the Snagga Klaw? Because otherwise it's so underwhelming that you have to wonder why it's even there.. The twin boomsticks his trike is armed with are pretty sweet though. I'm not even sure what the Killa Jet is (like on the model), am I missing something really obvious?

This message was edited 1 time. Last update was at 2018/10/18 07:49:37


 
   
Made in nl
Blood-Drenched Death Company Marine





The Netherlands

I'm curious if that "mob up" that the Skarboy and 'Ard Boy stratagem mention means there some new rule to join multiple squads of boys together? Seems like a weird way to say the Mob Rule wouldn't work with other friendly units at least.

PiñaColada wrote:
I'm not even sure what the Killa Jet is (like on the model), am I missing something really obvious?


Maybe it's those two red squig-shaped things we thought were air intakes?

Spoiler:

   
Made in us
Battlewagon Driver with Charged Engine




 Redemption wrote:
I'm curious if that "mob up" that the Skarboy and 'Ard Boy stratagem mention means there some new rule to join multiple squads of boys together? Seems like a weird way to say the Mob Rule wouldn't work with other friendly units at least.

PiñaColada wrote:
I'm not even sure what the Killa Jet is (like on the model), am I missing something really obvious?


Maybe it's those two red squig-shaped things we thought were air intakes?

Spoiler:

I mean yeah, it pretty much has to be, hasn't it? Those are the only front facing things I can see on the model that could possible house a skorcha/twin meltas
   
 
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