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Made in gb
Ancient Space Wolves Venerable Dreadnought





 CthuluIsSpy wrote:
That's how it works now. I don't like it, and I preferred it when it followed simple BODMAS rules (which was covered on pg 175), but according to the Designer's Commentary FAQ it works like that now.

Eh it sorta does work like that; you just forgot the B in your BODMAS; there’s a bracket around (profile strength) before you get to weapons.
If you somehow had a weapon that added +2S and had a rule that doubled strength on a six to hit, or something like that, you’d still be doubling then adding for that weapon, irrespective of the order of the stats, unless they were very careful with their wording.

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in us
Battlewagon Driver with Charged Engine





Not sure why everyone is so excited about the killa klaw. It rerolls wounds, but that's it, it's still D3. If you're wounding on 2 anyway, it's only marginally better.
   
Made in us
Ork Boy Hangin' off a Trukk




Los Angeles

Didn't the Warphead sneak into one of the leaks? Could have been a translation issue from the French video. An upgraded weirdboy that can cast twice would be nice, especially since we have a full psyker power list.

Still one to be revealed, right? Or did I miss something.

5000
2000
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 JimOnMars wrote:
Not sure why everyone is so excited about the killa klaw. It rerolls wounds, but that's it, it's still D3. If you're wounding on 2 anyway, it's only marginally better.


There's no hit penalty, which is a considerable upgrade over the generic klaw.

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 gb
Ancient Space Wolves Venerable Dreadnought





It’s the standard power fist relic that is missing the hit mod. Dead gud fer a ‘free’ upgrade.


Also, on the earlier debate; relics do have different costs; the prices of the weapons they replace.

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in us
Fresh-Faced New User




 JimOnMars wrote:
Not sure why everyone is so excited about the killa klaw. It rerolls wounds, but that's it, it's still D3. If you're wounding on 2 anyway, it's only marginally better.

I swear it said Damage 3 in the video (like Ghazzy's klaw).
   
Made in gb
Mekboy on Kustom Deth Kopta






Did everyone catch that "Ramshackle" now appears to be a 6+++? (From community article).

Trukks should be a bit more survivable now. Sweet.

The Evil Sunz relic is quite literally useless without something to ensure the enemy unit is kept in cqc.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I seriously hope more than just the Trukk has ramshackle now if thats the case.

Its effectively FNP now, which with the multi-damage mechanic and being a 6+ makes it sorta useless. Only reason i even bother with painboyz is because across 90 boyz...its gonna save a good chunk of them anyway.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

According to community page, teleporting could allow full squad of meganobz being deployed. Could this mean they are getting Power level drop?

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in us
Battlewagon Driver with Charged Engine





 Spreelock wrote:
According to community page, teleporting could allow full squad of meganobz being deployed. Could this mean they are getting Power level drop?
It mentioned a points drop so yes

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

 
   
Made in gb
Regular Dakkanaut




UK

 JimOnMars wrote:
Not sure why everyone is so excited about the killa klaw. It rerolls wounds, but that's it, it's still D3. If you're wounding on 2 anyway, it's only marginally better.


Re roll ‘to wound’ dice, or the d3?
   
Made in gb
Stabbin' Skarboy





crewe

Snakebite Tank Bustas seem so good! Pop the Monster Hunters strat with a bunch of Bustas and you'll put a serious dent into any imperial knight!

Could do a vanguard detachment with 3 squads of Tank Bustas, put them in trukks or deepstrike 2 units of them (Da Jump and Tellyport) and blast them to zog!!!

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Hooded Inquisitorial Interrogator




New York, USA

 zend wrote:
 Ghaz wrote:
PiñaColada wrote:
Buuuuut the leaked stats of the Deffkilla Wartrike is S5. I hope to Gork that's a misprint.

Also just get the weirdnob shaman instead of the weirdboy.
https://www.games-workshop.com/en-GB/Ironjawz-Orruk-Weirdnob-Shaman

Have you seen a side-by-side comparison of the Weirdnob Shaman?

Spoiler:




Size seems right to me since he's a Weirdnob, not a Weirdboy. Plus you can say that channeling the power of da waaagh makes him bigger.

The model just looks too fantasy esque without heavy conversion.


Google search shows some pretty decent conversion work that doesn's require too much in terms of skill to make a weirdboy out of the Ironjawz shaman. Just stick a few mechanical parts on and he looks the part.
Spoiler:

   
Made in gb
Ridin' on a Snotling Pump Wagon






 CthuluIsSpy wrote:
 TedNugent wrote:
 CthuluIsSpy wrote:
 Billagio wrote:
Fists of Gork only affects characters


Ah, so it does. Well that's less hilarious. Still a good buff though.

You know, that makes it quite possible to bring a character up to S12 now, as strength no longer caps at 10, iirc.
A warboss is still S5, right?
Give him a claw. He is now S10.
mGive his Fists of Gork. He is now S12.
You can now wound T6 and below on a 2+, and anything from T7-T10 on a 3+.


Lol. Try S14.

Warboss have been S6 as they received the furious charge strength buff baked into their statline in the index.


Ok, that is just filthy. It can now wound T7 on a 2+.
I now want a weirdboy, but I hate finecast. Maybe I can convert a Runtherd into one.


Conversion would be easier from the Ironjaw Shaman. Approx the same size as the Weirdboy model, and the post is already there. Runtherdz is too wee.


Automatically Appended Next Post:
Oop, Ninja’d.

This message was edited 1 time. Last update was at 2018/10/23 18:14:14


Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in fi
Locked in the Tower of Amareo





 Kirasu wrote:
The fact that each Relic costs the same another Relic means they have a cost. You have a max of 3 Relic Points for a given army, and if each Relic cost 1 RP (Relic Point) then they have to actually be worth the cost, just like anything else in the game.

Since GW continually makes totally useless Relics they obviously don't understand that.


But it's bloody impossible to have all the relics worth same. How you are going to make relic bolt pistol that's equilavent to Cawl's Wrath? Nevermind relic power sword. There's simply too wide variety of kind of relics you can have for everything be worth same. It's like trying to make grot and gorkanaut worth same point value.


Automatically Appended Next Post:
gungo wrote:
 Jidmah wrote:
gungo wrote:
ok there buddy you keep thinking that!


Thinking what?

CSM has it.
DG has it.
Eldar have it.
Space Marines have it.

You keep thinking waaagh energy rule is unchanged!
I seriously doubt that considering the psyker relic and the fact GW has been nerfing the heck out of smite spammers.... plus whatever new psyker powers they give us.
The fact we have the same ability like everyone else further confirms our psyker will be more like everyone else.


Fits the bill. GW nerfing orks which aren't even brokenly good or in need of a nerf.


Automatically Appended Next Post:
 TedNugent wrote:
Or....OR - get this.

You could add one to your wounds ALL the time, against all targets, by spending one CP and making them Skarboys.

Why is that 3 CP. Why, why, why.


Well for one +1S is not same as +1 to wound. For second that strategem affects more than 1 unit.


Automatically Appended Next Post:
 CthuluIsSpy wrote:
Guyver 3 wrote:
i still don’t think players will choose these new powers over da jump or warpath( provided they haven’t changed) they’re just allot more useful to your army as a whole.


You can if you take multiple Weirdboys. I dunno how psychic powers work, but if they work like C'tan powers then you can't just give everyone Da Jump.


You can. You can't cast same more than once but with da jump being so useful and ork psykers having annoying habit of perilling and 2 wound weird jump having high chance of perilling and then having 66% of failing due to dying multiples to have redundancy is very good idea. So 2 da jump, maybe da krunch. Warpath has been always utter failure for me.


Automatically Appended Next Post:
 JimOnMars wrote:
Not sure why everyone is so excited about the killa klaw. It rerolls wounds, but that's it, it's still D3. If you're wounding on 2 anyway, it's only marginally better.


No hit and D3(presumably D3 rather than Dd3). Flat 3 is pretty good. Not hitting on 3+ and flat damage is good.

This message was edited 4 times. Last update was at 2018/10/23 18:36:36


2024 painted/bought: 109/109 
   
Made in us
Krazed Killa Kan






 JimOnMars wrote:
Not sure why everyone is so excited about the killa klaw. It rerolls wounds, but that's it, it's still D3. If you're wounding on 2 anyway, it's only marginally better.


A) that's DAMAGE 3, not damage D3.

B) no -1 to hit

Eg, hits on 2's, wounds on 2s, rerolls, then 3 damage.

That's slightly better than Ghaz's klaw in the index.

This message was edited 1 time. Last update was at 2018/10/23 18:38:48


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 gb
Stabbin' Skarboy





crewe

Quick brain storming! Feel free to expand and collaborate the idea! (pts value may change)

Snakebites Vanguard Detachment

HQ

Weirdboy with staff 62pts

Elites

Runtherd with grot-prod 29pts

15 Tankbustas with 6 bomb squigs 315pts

15 Tankbustas with 6 bomb squigs 315pts

Total 721pts

General idea is Da Jump one squad of Bustas and Tellyport another, pop monster hunters on their biggest gribbily and fire away boys!

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Krazed Killa Kan






I'm not thrilled about the urine boys preview tomorrow.

Moon boys seem a lot less exciting than da sunz and axes.

Gotta admit the Goff preview was dope.

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 gb
Regular Dakkanaut




That's a huge points investment!
   
Made in gb
Stabbin' Skarboy





crewe

rtb02 wrote:
That's a huge points investment!


Well you can have it as 2 lots of 10 and 2 squigs in each instead.... but that doesnt make quite the entrance does it and rokkit launchas might go down in pts, but i imagine they will increase the base cost of bustas so that they arent too cheap

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in si
Foxy Wildborne







 TedNugent wrote:
I'm not thrilled about the urine boys preview tomorrow.


I will find you, and I will krump you.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in us
Krazed Killa Kan






 lord_blackfang wrote:
 TedNugent wrote:
I'm not thrilled about the urine boys preview tomorrow.


I will find you, and I will krump you.


If ya can catch me, moonboy.

/Exhaust fumes

BWAAaaaaaha ha haaaa haaaa

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
Battlewagon Driver with Charged Engine




 lord_blackfang wrote:
 TedNugent wrote:
I'm not thrilled about the urine boys preview tomorrow.


I will find you, and I will krump you.

I've always liked Bad Moons myself but I could never play them as I hate painting yellow. And also, I'm addicted to speed

Regardless, bad moons seem like they could be one of the stronger klans. 4+ invuln on warboss is a decent trait, rerolling 1's to shoot is really solid with all these shots and their relic is pretty darn effective. I wonder what sort of stratagem they'll get
   
Made in us
Regular Dakkanaut





rerolling 1's to shoot is really solid


Super annoying to roll out with dakka dakka. Dice app really helps.

My guess is they get a double tap (double shoot) stratagem.

   
Made in us
Decrepit Dakkanaut




 TedNugent wrote:
Or....OR - get this.

You could add one to your wounds ALL the time, against all targets, by spending one CP and making them Skarboys.

Why is that 3 CP. Why, why, why.

Probably because it affects the entire darn army. Hell, Deathwatch only target one unit and that one is 2CP.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Krazed Killa Kan






Rerolling 1s is straight awful.

Multiply your hit chance and number of shots, then divide by six.

Still excited?

Compare that to +1 to your saves against shooting. Or a 6+++. Or a 6++.

4++ is the only cool thing, but even that is competing against other really stronk warlord traits. As much as a 4++ is a requirement for an actual combat character, it's not something that would make me turn down the other clan traits. Now if the 4++ was a relic, 100% my opinion would change.

This message was edited 1 time. Last update was at 2018/10/23 20:08:41


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




tneva82 wrote:
the_scotsman wrote:

Any time I see a relic version of one of these little infantry-toted guns, I can't help but giggle at how GW thinks this bolt pistol or whatever is somehow the equivalent to Cawls Wrath.


That's what you get when you decide to have relics, warlord traits etc free in points

You can easily balance the free Warlord traits. You only get one after all, so if the table is small enough it'll be easy. Relics need to go back to costing points though.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Nasty Nob






Did we ever learn what the generic warlord traits were?

   
Made in us
Battlewagon Driver with Charged Engine




 Perfect Organism wrote:
Did we ever learn what the generic warlord traits were?


Generic:
Your Warlord gains the WAAAGH!!! ability if he doesn't already have it. Additionally, if your army is battleforged, it gains an additional command point.

Add 1 to wound rolls when your warlord attacks a vehicle or monster.

Add 1 to the warlord's toughness.

Reroll hit rolls in fight phase for attacks made by the warlord. Add 1 to the damage characteristic of your warlord's melee weapon if, in the same turn, they finished a charge move, were charged, or made a heroic intervention.

At the start of the first battle round but before the first turn begins, take your warlord and d3 other ork infantry <Clan> units from your army and set them up again as described in the deployment section for the mission you're playing.

Add 1 to your warlord's strength and attacks.

Klan specific:
Bad Moons :4+ invulnerable save

Blood axes: if your warlord is on the battlefield, roll a dice for every command point used. On a 6 that command point is refunded

Deathskulls: warlord re rolls 1s when attacking a vehicle. Enemy characters can be targeted with a shooting attack by this warlord even if they are not the closest unit.

Evil sunz: evil suns units within 6” of the warlord can charge even if they fell back earlier in the turn.

Freebooters: reroll hit rolls of 1’s for attacks made by friendly freebooter models while within 6”s of this warlord.

Goffs: add 1 to this warlords attack characteristic

Snakebites: re roll morale for snakebite units when they are 6”s from this warlord. Gretchin auto pass morale when they are within 12”s of this warlord.

Edit: Forgot to say, I got these from r/orks leak compilation, but they look right from what I remember

This message was edited 3 times. Last update was at 2018/10/23 20:48:18


 
   
Made in us
Mutilatin' Mad Dok






PiñaColada wrote:
 Perfect Organism wrote:
Did we ever learn what the generic warlord traits were?


Generic:
Your Warlord gains the WAAAGH!!! ability if he doesn't already have it. Additionally, if your army is battleforged, it gains an additional command point.

Add 1 to wound rolls when your warlord attacks a vehicle or monster.

Add 1 to the warlord's toughness.

Reroll hit rolls in fight phase for attacks made by the warlord. Add 1 to the damage characteristic of your warlord's melee weapon if, in the same turn, they finished a charge move, were charged, or made a heroic intervention.

At the start of the first battle round but before the first turn begins, take your warlord and d3 other ork infantry <Clan> units from your army and set them up again as described in the deployment section for the mission you're playing.

Add 1 to your warlord's strength and attacks.

Klan specific:
Bad Moons :4+ invulnerable save

Blood axes: if your warlord is on the battlefield, roll a dice for every command point used. On a 6 that command point is refunded

Deathskulls: warlord re rolls 1s when attacking a vehicle. Enemy characters can be targeted with a shooting attack by this warlord even if they are not the closest unit.

Evil sunz: evil suns units within 6” of the warlord can charge even if they fell back earlier in the turn.

Freebooters: reroll hit rolls of 1’s for attacks made by friendly freebooter models while within 6”s of this warlord.

Goffs: add 1 to this warlords attack characteristic

Snakebites: re roll morale for snakebite units when they are 6”s from this warlord. Gretchin auto pass morale when they are within 12”s of this warlord.

Edit: Forgot to say, I got these from r/orks leak compialtion, but they look right from what I remember


If that's correct, then the Goff one is just plain worse than the generic one.

   
 
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