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![[Post New]](/s/i/i.gif) 2018/10/22 17:42:07
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Trazyn's Museum Curator
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Kap'n Krump wrote: Asmodai wrote: Billagio wrote:
You might be right actually. Doesn’t Moartarion have similar wording on his weapon? I thought I read somewhere that he gains the extra attacks on 6s when fighting imperium.
From the Death Guard FAQ:
Q: If Mortarion gets to make an extra attack with Silence due to the Death to the False Emperor ability and I choose to make it with the reaping scythe profile, do I roll 1 hit roll or 3?
A: 3.
Sweet gork.
Yeah, that's how I figure it would work. Same principal.
Bloody hell, I guess I'm getting a gorkanaut then.
I'm probably not going to play Goff that often, but Goffanauts sound hilarious.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2018/10/22 17:44:06
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Battlewagon Driver with Charged Engine
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I mean, the mek shop is better than the forgeshrine in that at least I'd take this for 0 points since you get the mortal wound thing to start of in CC. But it's still terrible beyond measure
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![[Post New]](/s/i/i.gif) 2018/10/22 17:46:33
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Been Around the Block
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the_scotsman wrote:Aaaaaaaand Kirioth has leaked the rules for the mek workshop.
Spoiler alert: the rules for the Sacristan Forgeshrine proved such a HUGE HIT and EVERYONE LOVED THEM for how AWESOMELY FUNCTIONAL they were, that GW decided to re-release the forgeshrine but for orks.
Yeah, those rules are utter garbage. It'll be 'relegated' to being decent scenery rather than a unit included in any army.
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![[Post New]](/s/i/i.gif) 2018/10/22 17:49:17
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Battlewagon Driver with Charged Engine
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Really the kustom job rule should have just been a big mek stratagem. Same thing as it is now without investing 80 points in a unit. Then it would have the flexibility of almost being good at times
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![[Post New]](/s/i/i.gif) 2018/10/22 17:51:05
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I have no idea why I would want to use any of those.
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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. |
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![[Post New]](/s/i/i.gif) 2018/10/22 17:51:59
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Foxy Wildborne
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The funny thing is GW already prices ork units as if they will always get maximum number of shots. Why do I have to pay 80 pts and skip a turn on top of that to actually fire maximum shots once?
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2018/10/22 17:52:48
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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This mek shop could be usefull if 40K games where normally 9-12 turns long.
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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.
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![[Post New]](/s/i/i.gif) 2018/10/22 17:53:56
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Shadowy Grot Kommittee Memba
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Jidmah wrote:I have no idea why I would want to use any of those.
My only thought is, isn't there some forgeworld vehicle that gets a 2d6 shot flamer? in that case maybe, Maaaaaaaaybe it'd be worthwhile putting one midboard if it's not possible for the vehicle to be in range turn 1 anyway?
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"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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![[Post New]](/s/i/i.gif) 2018/10/22 17:54:01
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Battlewagon Driver with Charged Engine
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whembly wrote: Hulksmash wrote:Pandabeer wrote:rtb02 wrote:Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Well, yes, but the Ork Codex is more recent that the big FAQ and therefore supercedes it. The stratagem doesn't say anywhere that if you deepstrike T1 it has to be in your own deployment zone. Pretty big chance this gets FAQ'ed of course, but as it is you can call down a Gorkanaut 9" away from your opponent and charge it in T1. Then there's of course the RAW vas. RAI debate but with a 2 CP cost that's not entirely clear-cut either.
All that means is that it'll get errata'd in the 2 week ork book faq. Don't rush out and build around anything questionable until at least that one comes out.
Agreed... 'cuz that's a disgustingly powerful tactic there.
Orks' general issue is the delivery system and even I think that pendulum swung a bit too far....
Yea, add that to dajump and get 120 choppa boyz in combat on t1? Especially Goffs. 480 S5 attacks with exploding 6s is pretty bonkers. As it is, we can still get that on turn 2.
Not even remotely fun for the opponent.
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![[Post New]](/s/i/i.gif) 2018/10/22 17:54:27
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Nasty Nob
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Orks at least do have vehicles where you might want to spend a turn doing nothing in order to save up a burst of speed. Doing that with a dread means you can get into combat about as fast as you would otherwise but keep your opponent guessing about where you are going to attack with it. I'd pay 5 points or so for that. Between that and a method to give a unit of grot gunners or lootas some close combat defence, I'd say it is worth at least 10 points.
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![[Post New]](/s/i/i.gif) 2018/10/22 17:54:52
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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30 Scarboyz buffed by thrakka and banner nob have a good chance to take out knight. When fighting twice, they will mulch a castellan.
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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. |
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![[Post New]](/s/i/i.gif) 2018/10/22 17:55:50
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Shadowy Grot Kommittee Memba
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It definitely seems like with the forgeshrine, current fortification rules, and webway portal that Games Workshop goes out with the intention of making sure that no terrain piece is ever objectively worth taking for the points it costs.
The only time I've ever used any is setting up with my opponent beforehand that each player gets a certain number of "fort points" to play with. Automatically Appended Next Post: Perfect Organism wrote:Orks at least do have vehicles where you might want to spend a turn doing nothing in order to save up a burst of speed. Doing that with a dread means you can get into combat about as fast as you would otherwise but keep your opponent guessing about where you are going to attack with it. I'd pay 5 points or so for that. Between that and a method to give a unit of grot gunners or lootas some close combat defence, I'd say it is worth at least 10 points.
I mean it is worth noting that its at the end of the move phase, so moving is the only thing you get to do with it first. Put it midboard, and you can use it as a little speed booster for your deff dread, maybe your 'naut to make sure you get a turn 2 charge.
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This message was edited 1 time. Last update was at 2018/10/22 17:57:06
"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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![[Post New]](/s/i/i.gif) 2018/10/22 17:57:41
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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JimOnMars wrote: whembly wrote: Hulksmash wrote:Pandabeer wrote:rtb02 wrote:Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Well, yes, but the Ork Codex is more recent that the big FAQ and therefore supercedes it. The stratagem doesn't say anywhere that if you deepstrike T1 it has to be in your own deployment zone. Pretty big chance this gets FAQ'ed of course, but as it is you can call down a Gorkanaut 9" away from your opponent and charge it in T1. Then there's of course the RAW vas. RAI debate but with a 2 CP cost that's not entirely clear-cut either.
All that means is that it'll get errata'd in the 2 week ork book faq. Don't rush out and build around anything questionable until at least that one comes out.
Agreed... 'cuz that's a disgustingly powerful tactic there.
Orks' general issue is the delivery system and even I think that pendulum swung a bit too far....
Yea, add that to dajump and get 120 choppa boyz in combat on t1? Especially Goffs. 480 S5 attacks with exploding 6s is pretty bonkers. As it is, we can still get that on turn 2.
Not even remotely fun for the opponent.
You will not be able to deep strike anything turn 1 that was not deployed on the board. The beta rule is quite clear on that an there is no permission for orks to ignore it.
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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. |
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![[Post New]](/s/i/i.gif) 2018/10/22 18:00:47
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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I mean, we're still talking about spending 8 cp for the two choppa units and to get all the unit the skarboy ability. Additionally getting da jump off twice as well as the cost of of the actual units which will sit without a klaw at 840pts based on the point bump. That seems ok to me. Besides, killing 120 models isn't that hard for a lot of armies.
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2018/10/22 18:00:52
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Battlewagon Driver with Charged Engine
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JimOnMars wrote: whembly wrote: Hulksmash wrote:Pandabeer wrote:rtb02 wrote:Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1. Can't see Ork teleporting being any different. Well, yes, but the Ork Codex is more recent that the big FAQ and therefore supercedes it. The stratagem doesn't say anywhere that if you deepstrike T1 it has to be in your own deployment zone. Pretty big chance this gets FAQ'ed of course, but as it is you can call down a Gorkanaut 9" away from your opponent and charge it in T1. Then there's of course the RAW vas. RAI debate but with a 2 CP cost that's not entirely clear-cut either. All that means is that it'll get errata'd in the 2 week ork book faq. Don't rush out and build around anything questionable until at least that one comes out.
Agreed... 'cuz that's a disgustingly powerful tactic there. Orks' general issue is the delivery system and even I think that pendulum swung a bit too far....
Yea, add that to dajump and get 120 choppa boyz in combat on t1? Especially Goffs. 480 S5 attacks with exploding 6s is pretty bonkers. As it is, we can still get that on turn 2. Not even remotely fun for the opponent. How are you getting 120 Boys into comabt T1? Da Jump can only be cast once a turn, and only affects 1 unit. So thats 30 boys. Also since Skarboys is a stratagem you can only use it once a turn correct? That means that only 1 squad can be S5 (or can stratagems that are used before the game starts be used more than once? I forget)
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This message was edited 1 time. Last update was at 2018/10/22 18:01:53
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![[Post New]](/s/i/i.gif) 2018/10/22 18:02:26
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Ork Boy Hangin' off a Trukk
Los Angeles
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Well, can't it hold an objective now? Put it on an objective, put some mek guns near it, have the grots run the claw.
Yeah, it still sucks, I might buy one just because it looks cool though.
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This message was edited 1 time. Last update was at 2018/10/22 18:02:41
5000
2000
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![[Post New]](/s/i/i.gif) 2018/10/22 18:02:49
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Battlewagon Driver with Charged Engine
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Jidmah wrote: JimOnMars wrote: whembly wrote: Hulksmash wrote:Pandabeer wrote:rtb02 wrote:Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Well, yes, but the Ork Codex is more recent that the big FAQ and therefore supercedes it. The stratagem doesn't say anywhere that if you deepstrike T1 it has to be in your own deployment zone. Pretty big chance this gets FAQ'ed of course, but as it is you can call down a Gorkanaut 9" away from your opponent and charge it in T1. Then there's of course the RAW vas. RAI debate but with a 2 CP cost that's not entirely clear-cut either.
All that means is that it'll get errata'd in the 2 week ork book faq. Don't rush out and build around anything questionable until at least that one comes out.
Agreed... 'cuz that's a disgustingly powerful tactic there.
Orks' general issue is the delivery system and even I think that pendulum swung a bit too far....
Yea, add that to dajump and get 120 choppa boyz in combat on t1? Especially Goffs. 480 S5 attacks with exploding 6s is pretty bonkers. As it is, we can still get that on turn 2.
Not even remotely fun for the opponent.
You will not be able to deep strike anything turn 1 that was not deployed on the board. The beta rule is quite clear on that an there is no permission for orks to ignore it.
Agreed.
I'm wondering if that beta rule was written specifically for the new Ork codex. They knew that stratagem was coming out--even with the 20PL limit it's really scary.
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![[Post New]](/s/i/i.gif) 2018/10/22 18:03:55
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Dakka Veteran
Colorado Springs
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If a full unit of Meganobz can use the tellyporta stratagem, that's at least an 11PL price drop. Mmmm.
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![[Post New]](/s/i/i.gif) 2018/10/22 18:04:55
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Nasty Nob
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the_scotsman wrote:I mean it is worth noting that its at the end of the move phase, so moving is the only thing you get to do with it first. Put it midboard, and you can use it as a little speed booster for your deff dread, maybe your 'naut to make sure you get a turn 2 charge.
If you can set it up outside your deployment zone, that makes it a bit better. That way it gives you a pure extension to your threat range. I could actually be worth 80 points to move an assault unit 6" further on turn 2, I think.
Otherwise, I really hope those were the playtest rules and they fixed them before publishing. Making the 6+ permanent bonus automatic instead might be enough.
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![[Post New]](/s/i/i.gif) 2018/10/22 18:07:10
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Battlewagon Driver with Charged Engine
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JohnU wrote:If a full unit of Meganobz can use the tellyporta stratagem, that's at least an 11PL price drop. Mmmm.
Yeah it mentioned a point reduction as well. Im pretty excited for that.
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![[Post New]](/s/i/i.gif) 2018/10/22 18:07:16
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Big Mek in Kustom Dragster with Soopa-Gun
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mekshop is neat but i kinda dont see a point in it. 80pts for a static thing that on a 6 boosts a vehicle up (which is strong, but super unlikely). The heal part of it is completely pointless since odds are the buggies are the only ones fast enough to GET to the mek shop from the battle, and as with most things chargy they'd rather charge to avoid being shot than run and hide like a git. Have to admit theres a certain allure to using it on a Gorkanaut. Imagine getting that +1T before it goes out to krump a foo lol. If it didnt have that "wait a turn" part, this would be awesome. I'd use it on my Supa Kannon getting 12 shots so i actually get to use the dang thing, but every other turn? i roll maybe once a game less than 5 hits a turn.
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This message was edited 1 time. Last update was at 2018/10/22 18:49:13
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) 2018/10/22 18:30:06
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Shadowy Grot Kommittee Memba
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Couple goofy ideas, just because I want to be goofy:
1) Kill tank with giga shoota, Freebootaz kultur
hide behind terrain, select More Dakka turn 1. Turn 2, make sure you destroy a unit before selecting the Kill Tank to shoot. Fire 36 BS3+ S6 Ap-1 shots.
2) Meka dread with supa charga, have a Trikeboss on the field. Select more speed, turn 2 move 22+D6" and charge.
3) Big trakk with supa scorcha, any kultur. Turn 1 more dakka, turn 2 12 scorcha hits.
But yeah it mostly sucks donkey nuts.
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"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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![[Post New]](/s/i/i.gif) 2018/10/22 18:40:03
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Battlewagon Driver with Charged Engine
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Yeah, when the first leaks of the mek shop came out that said it would have a way to max out shots, the kill tank was what I preached could have the most potential. But honestly it's not worth it with the whole skipping a turn caveat. Just shoot it 2 turns in a row and you'll get more hits statistically. And you don't have to spend 80 points on that piece of terrain (and I guess also a detachment, or how does that work?)
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![[Post New]](/s/i/i.gif) 2018/10/22 18:51:24
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Calculating Commissar
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PiñaColada wrote:Yeah, when the first leaks of the mek shop came out that said it would have a way to max out shots, the kill tank was what I preached could have the most potential. But honestly it's not worth it with the whole skipping a turn caveat. Just shoot it 2 turns in a row and you'll get more hits statistically. And you don't have to spend 80 points on that piece of terrain (and I guess also a detachment, or how does that work?)
Yeah, I think the turn of downtime is the real killer. If it could shoot/move/assault in the same turn as being buffed, then the thing might have some potential. I also think it is especially Orky to upgrade a gun at the same time it is shooting!
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ChargerIIC wrote:If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is. |
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![[Post New]](/s/i/i.gif) 2018/10/22 18:52:35
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Big Mek in Kustom Dragster with Soopa-Gun
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that or make the permanent buff a guarantee, but limit it to only once per vehicle (so no potential +4T on a vehicle if you happened to get that lucky lol) i'd gladly drop the use of a naut for a turn to make it T9 suddenly, but when its so unlikely...no Granted being T9 doesnt mean THAT much but still (T8 is the major cutoff since S4 guns now wound on 6s, really all T9 does is stop the S8 shots from wounding on 4s)
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This message was edited 2 times. Last update was at 2018/10/22 18:55:22
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) 2018/10/22 19:00:53
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Longtime Dakkanaut
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Mek shop potentially can be awesome for stompa...
Super gatler 12 shots. Roll d6 with a 2+ get 12 more shots, roll d6 3+ 12 more shots, roll d6 4+ 12 more shots, roll d6 5+ 12 more shots.... save your CP reroll for failed psycho blaster roll!!!
You can probably get a reliable 48 shots off if you save your CP reroll.
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This message was edited 2 times. Last update was at 2018/10/22 19:03:12
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![[Post New]](/s/i/i.gif) 2018/10/22 19:04:36
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Lieutenant General
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Hulksmash wrote:Pandabeer wrote:rtb02 wrote:Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Well, yes, but the Ork Codex is more recent that the big FAQ and therefore supercedes it. The stratagem doesn't say anywhere that if you deepstrike T1 it has to be in your own deployment zone. Pretty big chance this gets FAQ'ed of course, but as it is you can call down a Gorkanaut 9" away from your opponent and charge it in T1. Then there's of course the RAW vas. RAI debate but with a 2 CP cost that's not entirely clear-cut either.
All that means is that it'll get errata'd in the 2 week ork book faq. Don't rush out and build around anything questionable until at least that one comes out.
You won't see a FAQ as the 'Tactical Reserves' rule is still a beta rule (i.e. it's not an official rule yet, it's just presented for community playtesting and feedback).
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'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim |
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![[Post New]](/s/i/i.gif) 2018/10/22 19:07:08
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Regular Dakkanaut
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PiñaColada wrote:Yeah, when the first leaks of the mek shop came out that said it would have a way to max out shots, the kill tank was what I preached could have the most potential. But honestly it's not worth it with the whole skipping a turn caveat. Just shoot it 2 turns in a row and you'll get more hits statistically. And you don't have to spend 80 points on that piece of terrain (and I guess also a detachment, or how does that work?)
Shame chapter approved took a bat to the kill tank!
I’m hoping CA 2018 gives fw units a reasonable unit cost
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![[Post New]](/s/i/i.gif) 2018/10/22 19:10:23
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Regular Dakkanaut
West Midlands
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Grots, Thraka, war bike mob and boyz are all sold out online and no longer available on UK store. Possibly the base size change?
Not sure if people know or not, on phone looking for Ork models
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![[Post New]](/s/i/i.gif) 2018/10/22 19:15:47
Subject: Ork News & Rumors - New Codex, Speed Freeks,Rukkatrukk Squigbuggy revealed
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Waaagh! Warbiker
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Galas wrote:Well. At least orks have the best teleport technology/rules of the game. Thats fitting.
Reading (actually listening to) The Beast Arises collection ... about half-way through now. And yup, Orks are da best at tellyporta!!!
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