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The Klan Rules are intriguing. Too soon to be asking which one is most powerful?
Goffs don't impress me. Getting an extra attack on 6s seems like overkill, large mobs are already going to have the attacks to do what they need to.
Snakebites don't seem much better. The FNP roll saves 16% of wounds on models that are going to take a lot of wounds at a time, since they don't have much armor to speak of.
Evil Suns, OTOH, increase their movement. Seems like something every Ork army will benefit from. You don't need more attacks in cc, since you already have plenty. You need to get into combat faster, which means you have less shooting to worry about on the way there.
Bad Moons get to reroll 1s to shoot. It would have been better if it was +1 when shooting, but it matters most for units with lots of shots.
All this really means to me is your shooty detachment comes from Bad Moons and your choppy detachment comes from Evil Suns.
Hard to see how Blood Axes and Deathskulls will do much better.
techsoldaten wrote: The Klan Rules are intriguing. Too soon to be asking which one is most powerful?
Goffs don't impress me. Getting an extra attack on 6s seems like overkill, large mobs are already going to have the attacks to do what they need to.
Snakebites don't seem much better. The FNP roll saves 16% of wounds on models that are going to take a lot of wounds at a time, since they don't have much armor to speak of.
Evil Suns, OTOH, increase their movement. Seems like something every Ork army will benefit from. You don't need more attacks in cc, since you already have plenty. You need to get into combat faster, which means you have less shooting to worry about on the way there.
Bad Moons get to reroll 1s to shoot. It would have been better if it was +1 when shooting, but it matters most for units with lots of shots.
All this really means to me is your shooty detachment comes from Bad Moons and your choppy detachment comes from Evil Suns.
Hard to see how Blood Axes and Deathskulls will do much better.
We know Blood Axes will get +1 to their saves and Death will get a 6+ Invulvn... all very useful.
CthuluIsSpy wrote: Bah, they just confirmed that the mek shop doesn't allow units to shoot for a turn. gakky terrain is gakky.
Just get it for decoration, don't bother wasting points or using the rules.
Damn, that's actually a good idea
.Well, blood axe nob bikers with Kombi skorchas could be fun too.
I'm imagining a 3+ save, falling back from Kombat and roasting everything.
Can you fall back and still shoot??
Automatically Appended Next Post:
techsoldaten wrote: The Klan Rules are intriguing. Too soon to be asking which one is most powerful?
Goffs don't impress me. Getting an extra attack on 6s seems like overkill, large mobs are already going to have the attacks to do what they need to.
Snakebites don't seem much better. The FNP roll saves 16% of wounds on models that are going to take a lot of wounds at a time, since they don't have much armor to speak of.
Evil Suns, OTOH, increase their movement. Seems like something every Ork army will benefit from. You don't need more attacks in cc, since you already have plenty. You need to get into combat faster, which means you have less shooting to worry about on the way there.
Bad Moons get to reroll 1s to shoot. It would have been better if it was +1 when shooting, but it matters most for units with lots of shots.
All this really means to me is your shooty detachment comes from Bad Moons and your choppy detachment comes from Evil Suns.
Hard to see how Blood Axes and Deathskulls will do much better.
In respect to goffs...when are more attacks a bad thing? Have you ever walked away from a combat and thought you could have used LESS boys/attacks??
This message was edited 1 time. Last update was at 2018/10/25 18:46:09
Blood axes and evil sunz are to me the clear standouts.
+1 to saves is better than 16% flat much of the time.
It also is effectively +2 for kommandos. And it is the clear standout for transports.
Evil sunz is a very substantial standout for kans and dreads as well as being very tempting for infantry. I am actually seriously considering the giant mobility and midfield shooting gains for assault units as well.
It also makes meganobs and megabosses' awful speed significantly less annoying.
I can't decide which one I want, and it will come down to codex coming out plus a coin flip (or three). Maybe some batreps and strat videos too. If infantry wasn't so damn slow I would go bloodaxes. Blood axes rule out entirely meganobz. if boys are truly 7 points a model, that will make up the rest of my mind.
This message was edited 1 time. Last update was at 2018/10/25 18:52:53
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.
I really wish that we knew the points for meganobz. The point reduction hint in the goff article got me excited, and ebay is currently 10% off. Im itching to buy a couple boxes (especially since the models are cool too) but I think I should wait, especially since im gonna be dropping a ton of money next week as it is
This message was edited 1 time. Last update was at 2018/10/25 18:56:05
You know on the bright side of boys going up to 7ppm that makes stormboyz ( if they stay at 8ppm) the auto pick. choice for all your horde needs. Of course my cheap self will just proxy my boyz because there is no way I am going out and buying 100+ stormboyz when they are $25 for 5.
Stormboy evil sunz would be grooving on up 13+D6+1 inches (17.5) putting you in a very likely charge range into their deployment zone on top of having re-rolls and +1 to the charge. 100+ boyz in your line turn one is going to get some damage done.
Blood Axe stormboyz however would only manage a standard 12+D6 (17.5) with no charge bonus, but would be more resilient against shooting.
As is I am thinking massive hordes of stormboyz with some DA JUMPed normal boyz will be pretty solid. If you get Turn 1 you are almost auto into combat and if you get turn 2 you can at least get the counts as in cover strat to give your hordes a little help and equal out the bonus the blood axes get. Throw in a back field of bad moonz KMKs, a few weirdboys and of course biker/trike bosses and you have a fairly solid army.
Deepstrike in meganobz, walkers and normal nobs for flavor as you see fit or drive them up the board in trukks.
This message was edited 2 times. Last update was at 2018/10/25 19:03:39
Stormboyz are one of the only undercosted things in the ork codex (well besides zhardsnark in the FW index). If they stayed the same # of points, I'd be shocked.
So far in play testing locally, I've liked the deathskullz trait the most (as long as the 6++ works in CC).
This message was edited 1 time. Last update was at 2018/10/25 19:07:57
Tier 1: Blood Axe, Evil Sunz. Good in most circumstances with most army builds.
Tier 2: Goff, Death Skull. Could be taken if the characters they're tied to are really good, particularly Ghazzy if he turns out to be beastly as the rumors suggest. But IMO you wouldn't take these otherwise, as you can't really structure your army around them without Goff being a worse offensive trait than Evil Sunz and without Death Skull being a worse defensive trait than Blood Axe.
Tier 3: Bad Moonz, Freebootaz, Snakebites. Youd want to specifically structure a detachment around being a detachment of this faction. A rando ork army that happens to be this klan would be weaker than a Tier 1 or a Tier 2 if the character was really beneficial (Guilliman-level gamechanging)
I don't think any trait is strictly bad never-take, like a Biel-tan or a Word Bearers, but I would definitely say there is a spread.
We'll have to look at some stratagems and the characters.
"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!"
Tibs Ironblood wrote: You know on the bright side of boys going up to 7ppm that makes stormboyz ( if they stay at 8ppm) the auto pick. choice for all your horde needs. Of course my cheap self will just proxy my boyz because there is no way I am going out and buying 100+ stormboyz when they are $25 for 5.
Stormboy evil sunz would be grooving on up 15+D6+1 inches (19.5) putting you in a very likely charge range into their deployment zone on top of having re-rolls and +1 to the charge. 100+ boyz in your line turn one is going to get some damage done.
The only thing stopping me from buying 30 more is waiting to see what he codex has to say about them.
All these clans are good and all but so far the only one I am interested in is Goffs, which to me see the least auto pick. But are close to how I already play so I won't goof up my special rules as much.
Leaning heavily to evil suns just for my bikers. I basically stopped using them and I don't see them being "that good", I still expect they will all be dead in 2 turns, but the movement and shooting sounds good.
Just not really sure I want to shift my storm boys over to evil sunz.
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Tibs Ironblood wrote: You know on the bright side of boys going up to 7ppm that makes stormboyz ( if they stay at 8ppm) the auto pick. choice for all your horde needs. Of course my cheap self will just proxy my boyz because there is no way I am going out and buying 100+ stormboyz when they are $25 for 5.
Stormboy evil sunz would be grooving on up 13+D6+1 inches (17.5) putting you in a very likely charge range into their deployment zone on top of having re-rolls and +1 to the charge. 100+ boyz in your line turn one is going to get some damage done.
Blood Axe stormboyz however would only manage a standard 12+D6 (17.5) with no charge bonus, but would be more resilient against shooting.
As is I am thinking massive hordes of stormboyz with some DA JUMPed normal boyz will be pretty solid. If you get Turn 1 you are almost auto into combat and if you get turn 2 you can at least get the counts as in cover strat to give your hordes a little help and equal out the bonus the blood axes get. Throw in a back field of bad moonz KMKs, a few weirdboys and of course biker/trike bosses and you have a fairly solid army.
Deepstrike in meganobz, walkers and normal nobs for flavor as you see fit or drive them up the board in trukks.
Aren't you forgeting the +1 to advance too? Its +1move +1advance +1charge (unless they are speed freaks with +2 to move but i doubt GW would be that crazy. xD)
Stream on the french wargame studio will be up in a couple of minutes now.
the_scotsman wrote:My hot take on klan rules seems to be
Tier 1: Blood Axe, Evil Sunz. Good in most circumstances with most army builds.
Tier 2: Goff, Death Skull. Could be taken if the characters they're tied to are really good, particularly Ghazzy if he turns out to be beastly as the rumors suggest. But IMO you wouldn't take these otherwise, as you can't really structure your army around them without Goff being a worse offensive trait than Evil Sunz and without Death Skull being a worse defensive trait than Blood Axe.
Tier 3: Bad Moonz, Freebootaz, Snakebites. Youd want to specifically structure a detachment around being a detachment of this faction. A rando ork army that happens to be this klan would be weaker than a Tier 1 or a Tier 2 if the character was really beneficial (Guilliman-level gamechanging)
I don't think any trait is strictly bad never-take, like a Biel-tan or a Word Bearers, but I would definitely say there is a spread.
We'll have to look at some stratagems and the characters.
I only disagree with putting Bad moonz in T3. They will have rock solid synergy with the KMKs (again assuming they don't get nerfed) and will have their niche as fire support in an ork army. If things stay as they are in regards to KMKs I will rank Bad Moonz at t1 in that role. They also get points for the Morkanaut if it turns out to get a beefy point cut of around 50-60 points.
warhead01 wrote:
Tibs Ironblood wrote: You know on the bright side of boys going up to 7ppm that makes stormboyz ( if they stay at 8ppm) the auto pick. choice for all your horde needs. Of course my cheap self will just proxy my boyz because there is no way I am going out and buying 100+ stormboyz when they are $25 for 5.
Stormboy evil sunz would be grooving on up 15+D6+1 inches (19.5) putting you in a very likely charge range into their deployment zone on top of having re-rolls and +1 to the charge. 100+ boyz in your line turn one is going to get some damage done.
The only thing stopping me from buying 30 more is waiting to see what he codex has to say about them.
All these clans are good and all but so far the only one I am interested in is Goffs, which to me see the least auto pick. But are close to how I already play so I won't goof up my special rules as much.
Leaning heavily to evil suns just for my bikers. I basically stopped using them and I don't see them being "that good", I still expect they will all be dead in 2 turns, but the movement and shooting sounds good.
Just not really sure I want to shift my storm boys over to evil sunz.
I honestly think Goffs will be solid due to characters and have the niche as the best pure CQC faction within the codex.
greggles wrote:Stormboyz are one of the only undercosted things in the ork codex (well besides zhardsnark in the FW index). If they stayed the same # of points, I'd be shocked.
So far in play testing locally, I've liked the deathskullz trait the most (as long as the 6++ works in CC).
Wouldn't that just be funny if two of the very few good ork units got nerfed massively when their codex came out. Oh I can already see the rage posts. Ork boyz went up in price before guard did
I really don't see the appeal of the 6++. Against shooting the blood axes will almost always be better for vehicles and boyz and in melee that thing shield will be outweighed by the offensive power Goffs put out. The one re-roll is not bad though I'll admit.
Tibs Ironblood wrote: You know on the bright side of boys going up to 7ppm that makes stormboyz ( if they stay at 8ppm) the auto pick. choice for all your horde needs. Of course my cheap self will just proxy my boyz because there is no way I am going out and buying 100+ stormboyz when they are $25 for 5.
Stormboy evil sunz would be grooving on up 13+D6+1 inches (17.5) putting you in a very likely charge range into their deployment zone on top of having re-rolls and +1 to the charge. 100+ boyz in your line turn one is going to get some damage done.
Blood Axe stormboyz however would only manage a standard 12+D6 (17.5) with no charge bonus, but would be more resilient against shooting.
As is I am thinking massive hordes of stormboyz with some DA JUMPed normal boyz will be pretty solid. If you get Turn 1 you are almost auto into combat and if you get turn 2 you can at least get the counts as in cover strat to give your hordes a little help and equal out the bonus the blood axes get. Throw in a back field of bad moonz KMKs, a few weirdboys and of course biker/trike bosses and you have a fairly solid army.
Deepstrike in meganobz, walkers and normal nobs for flavor as you see fit or drive them up the board in trukks.
Aren't you forgeting the +1 to advance too? Its +1move +1advance +1charge (unless they are speed freaks with +2 to move but i doubt GW would be that crazy. xD)
Stream on the french wargame studio will be up in a couple of minutes now.
No I included that. 12 base +1, advance D6+1 and charge +1. That is what gives the evil sunz the edge over stormboyz (deployment depending) in regards to getting stuck in. They are the gamble option where as blood axes are the more reliable and consistent option on top of being more mobile once in combat due to fall back shoot and charge.
This message was edited 1 time. Last update was at 2018/10/25 19:20:39
Yes, Bad Moonz have really good synergy with all ork dedicated shooting units.
So you would want to structure an army or detachment around being Bad Moonz.
A general ork army with a mix of everything would not massively benefit from being bad moonz, which is what I defined as tier 1.
None of my tiers are "bad" because I don't think any of the klanz are bad.
"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!"
The second half was
"reroll one to hit, to wound, or damage roll, per unit in the shooting and fighting phase"
I tend to play a mish mass of units (some boyz + lots of toys) and the re-rolls really cut back my CP usage, and suddenly having saves for things that I didn't before (like gork/mork in CC) was really nice when it went off. Of course if its vs shooting only, I'd give it a huge meh rating as well.
This message was edited 1 time. Last update was at 2018/10/25 19:22:08
Billagio wrote: I really wish that we knew the points for meganobz. The point reduction hint in the goff article got me excited, and ebay is currently 10% off. Im itching to buy a couple boxes (especially since the models are cool too) but I think I should wait, especially since im gonna be dropping a ton of money next week as it is
Either way Evil Sunz MANZ are going to be a 72% charge and at 3W don't suffer quite the same problems of regular terminators. Teleporting them in could wind up being really fun.
Billagio wrote: I really wish that we knew the points for meganobz. The point reduction hint in the goff article got me excited, and ebay is currently 10% off. Im itching to buy a couple boxes (especially since the models are cool too) but I think I should wait, especially since im gonna be dropping a ton of money next week as it is
Either way Evil Sunz MANZ are going to be a 72% charge and at 3W don't suffer quite the same problems of regular terminators. Teleporting them in could wind up being really fun.
This is true!
Also in regards to stormboys. I do hope they arnt nerfed, but we also have to keep in mind that the trike boss doesnt give them free advance and charge, so you either have to take an index bike boss or accept the possible casualties
the_scotsman wrote:Yes, Bad Moonz have really good synergy with all ork dedicated shooting units.
So you would want to structure an army or detachment around being Bad Moonz.
A general ork army with a mix of everything would not massively benefit from being bad moonz, which is what I defined as tier 1.
None of my tiers are "bad" because I don't think any of the klanz are bad.
Ah ok from a whole army perspective yeah I can see your point. Detachment wise Tier 1, but army wise t3. I can agree with that.
greggles wrote:
I really don't see the appeal of the 6++
Well it was the 6++ + the two rerolls.
The second half was
"reroll one to hit, to wound, or damage roll, per unit in the shooting and fighting phase"
I tend to play a mish mass of units (some boyz + lots of toys) and the re-rolls really cut back my CP usage, and suddenly having saves for things that I didn't before (like gork/mork in CC) was really nice when it went off. Of course if its vs shooting only, I'd give it a huge meh rating as well.
I assume it HAS to be cqc and shooting otherwise why ever take it, but I mean this is GW so... The one re-roll is nice per unit I absolutely agree especially for PKs and big weapons. Personally I prefer the Salamanders version that does not have the invuln, but gives a re-roll for hitting and wounding. I think if you are going vehicle heavy lists you'll likely have KFFs for the 5++ and blood axes for counts as cover which are generally going to provide more overall value than re-rolls. I do see your point though. Free re-rolls are never bad!
Billagio wrote: I really wish that we knew the points for meganobz. The point reduction hint in the goff article got me excited, and ebay is currently 10% off. Im itching to buy a couple boxes (especially since the models are cool too) but I think I should wait, especially since im gonna be dropping a ton of money next week as it is
Either way Evil Sunz MANZ are going to be a 72% charge and at 3W don't suffer quite the same problems of regular terminators. Teleporting them in could wind up being really fun.
This is true!
Also in regards to stormboys. I do hope they arnt nerfed, but we also have to keep in mind that the trike boss doesnt give them free advance and charge, so you either have to take an index bike boss or accept the possible casualties
Yeah the Manz are going to be a big deal if the points are right. Thankfully the biker boss is a good value model even as is so I don't see needing them being too much of an issue. Zhadsnaark is already an auto include for evil sunz list so there is one flank of hordes covered and ready to go.
This message was edited 2 times. Last update was at 2018/10/25 19:31:42
techsoldaten wrote: The Klan Rules are intriguing. Too soon to be asking which one is most powerful?
Goffs don't impress me. Getting an extra attack on 6s seems like overkill, large mobs are already going to have the attacks to do what they need to.
Snakebites don't seem much better. The FNP roll saves 16% of wounds on models that are going to take a lot of wounds at a time, since they don't have much armor to speak of.
Evil Suns, OTOH, increase their movement. Seems like something every Ork army will benefit from. You don't need more attacks in cc, since you already have plenty. You need to get into combat faster, which means you have less shooting to worry about on the way there.
Bad Moons get to reroll 1s to shoot. It would have been better if it was +1 when shooting, but it matters most for units with lots of shots.
All this really means to me is your shooty detachment comes from Bad Moons and your choppy detachment comes from Evil Suns.
Hard to see how Blood Axes and Deathskulls will do much better.
In respect to goffs...when are more attacks a bad thing? Have you ever walked away from a combat and thought you could have used LESS boys/attacks??
Extra attacks are not a bad thing. But a large Goff Boys mob already has the attacks to wipe out an opponent in assault. Why not take a Klan trait that addresses something you don't already have?
Berzerkers are the unit I've played where I regretted the extra attacks. Sure, they can delete most units in a single round of attacks. But then they have to deal with a turn of shooting... it would usually be better to stay locked into combat for another turn.
I dont like to use traits, relics or abilities to mitigate my army's weaknesses. Id rather play around them but pile on my strengths as much as possible.
Goff is the go to for boy spam w extra hits and skarboys (higher star)
Badmoons is the KMK units
Evil suns or boodaxes will be the core of lost peoples armies depending on what they plan on using..
Remember zhardsnark is still evil suns....
The 2 main questions I have is the trikeboss a vehicle of biker keyword
This is important because a painboy on bike with lukky stick (Goff) gives FNP to bikers...and the lukky stick makes the painboy klaw finally good with a nice aura.
And what’s the price of bikers/nob bikers because bloodaxe bikers might be good again. Especially nob bikers if priced right with BCs.
CthuluIsSpy wrote: Bah, they just confirmed that the mek shop doesn't allow units to shoot for a turn. gakky terrain is gakky.
Just get it for decoration, don't bother wasting points or using the rules.
Damn, that's actually a good idea
.Well, blood axe nob bikers with Kombi skorchas could be fun too.
I'm imagining a 3+ save, falling back from Kombat and roasting everything.
Can you fall back and still shoot??
I think it was leaked that Blood Axes can shoot and charge after falling back, as well as getting cover out in the open. It could be wrong, but the leaks were pretty reliable thus far.
What I have
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Evil Sunz is pretty nuts. I'm waiting to see the actual full rules for Blood Axes but right now the extra speed and no penalty for assault weapons on the run means I'm leaning Evil Sunz. I might do a Skar Boy Goff detachment but faster boys with shootas might be more worthwhile.
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gungo wrote: Goff is the go to for boy spam w extra hits and skarboys (higher star)
Badmoons is the KMK units
Evil suns or boodaxes will be the core of lost peoples armies depending on what they plan on using..
Remember zhardsnark is still evil suns....
The 2 main questions I have is the trikeboss a vehicle of biker keyword
This is important because a painboy on bike with lukky stick (Goff) gives FNP to bikers...and the lukky stick makes the painboy klaw finally good with a nice aura.
And what’s the price of bikers/nob bikers because bloodaxe bikers might be good again. Especially nob bikers if priced right with BCs.
Characters on a bike other than zhad won't exist. Per KiriothTV.
Also per the same, blood axes may shoot and charge the turn they fell back.
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.
Stompa is one of the funniest model in the codex, with an infinite re-roll apparently on the gatling ... but the gun might stop working for the whole game too
Stompa is one of the funniest model in the codex, with an infinite re-roll apparently on the gatling ... but the gun might stop working for the whole game too
920pts though
worth it
40PV
Is 40 wounds for 920 points worth it though? What are the stats on the gun? And what do you mean by infinite reroll?
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
Man it's gotta be nuts if it's worth 920 points in a meta full of knights with anti-knight firepower. I'd prefer it this way though, don't just make an orky knight. Make it crazy good and dumb expensive
This message was edited 1 time. Last update was at 2018/10/25 21:21:22
I dunno, even with the leaked weapons 920 points seems a bit expensive unless it gets an invul now for free (not with a KFF inside or something).
I wonder with the gatling has the old Pycho Dakka Blasta rule where you roll 2D6 for your shots and keep shooting until you roll doubles. That was a lot more fun than the current version
This message was edited 1 time. Last update was at 2018/10/25 21:21:37