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Made in no
Rogue Grot Kannon Gunna






Their place is to tag relic contemptor dreadnought and 3 man aggressors. Atm the only option we have is delete one big treath a turn. New SM are not funny to play against.
   
Made in gb
Longtime Dakkanaut






 flandarz wrote:
I just don't think a Grot Trukk is dangerous enough to distract anyone. Probably better off putting some Boyz in there, if you want someone to actually consider it a threat and target it. For about 150 pts, you could have 12 Shoota Boyz in that Trukk (86 for the Boyz and about 65 for the Trukk), so it's still cheap enough that you won't lose sleep if your opponent slams it, but also dangerous enough that they'll actually consider shooting it instead of something else.


Add a rokkit to the boys (I'd run shootas) and you've got a real threat, and it will be targeted. If they ignore you, use the trukks mobility to try to line up shots on characters!

That said, for a cheap, fast, objective-secured unit, grots in a trukk are probably the most suitable. If you're ok with running forgeworld, Grots in a chinork warkopta would be a pretty cool option (and the chinork does have a bit more offensive firepower, and as it can jump over units, making it more utilitarian).

Having thought of this, I may actually look into an all-flying Ork list; grots & boys in chinorks, deffkoptas, and a smattering of fliers...

I need to convert one to play flight of the Valkyries

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in eu
Ork Admiral Kroozin Da Kosmos on Da Hulk






Add a Combi-Rokkit for the boss nob and a tankbusta bomb. Still not worth their points, but real PITA for enemies, especially with deff skulls re-rolls.


Automatically Appended Next Post:
Does anyone have good advice (or pictures) on fast-painting ork bikers? I still have 8 to go until the end of the month, and the amount of details on the bikes is making me go insane - it takes me two evenings to finish one

This message was edited 1 time. Last update was at 2019/11/06 09:01:48


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 gb
[DCM]
Procrastinator extraordinaire





London, UK

Quick question, how does Dakka, Dakka, Dakka work with -1 or greater to hit? Does it always go off on a 6 or does that count as a modified roll as there are modifiers on it?

   
Made in gb
Fully-charged Electropriest






DDD always goes off on roll of a 6 regardless or positive or negative modifiers. It can’t be made impossible to achieve and the only way to improve it (to happening on a 5 and a 6) is to use the Moar Dakka stratagem.
   
Made in gb
[DCM]
Procrastinator extraordinaire





London, UK

Great thanks!

   
Made in us
Mekboy on Kustom Deth Kopta






 Jidmah wrote:

Does anyone have good advice (or pictures) on fast-painting ork bikers? I still have 8 to go until the end of the month, and the amount of details on the bikes is making me go insane - it takes me two evenings to finish one

I'm on phone so can't post pics at the mo (not that I know how on the computer, mind) but I have painted a fair few bikes and switched my method mid way through to increase the speed and look. It is much quicker/easier using assemblies but I assume you're doing that anyways?

1. Spray all metal areas black (bike, guns, ammo drum, handlebars etc) and do a decent drybrush of a metallic, drybrush areas to taste and where natural highlights exist.
2. Don't colour all the panels in your clan of choice, pick only a few such as the wheel cover, the ammo drum etc.
3. Spray the rider in a brown or tan colour, use colour for the clothing of the Boy using washes and highlights.
4. Pick out some details in a bright colour - for example I pick out the lightning glyphs, dakka symbols, a few of the material scraps in bright yellow or red.

The eureka moment for me was the drybrushing the metallics on the metal areas. It looks way better anyway IMO and the better results come much quicker than spraying in a metallic and toning down (which is what I used to do previously).

Hope that helps, message me if you want more detail.
   
Made in fi
Locked in the Tower of Amareo





Last night was pretty sight to behold for orks. The ork player in our escalation league brought stompa to final round of escalation league and not only managed to win by tabling ultramarine/ig/assasin alliance but the stompa killed Guillimann for bonus!

No idea how she managed to do that as I was playing my own game but still. Every time stompa actually somehow by some miracle manages to do something warms green heart.

2024 painted/bought: 109/109 
   
Made in eu
Ork Admiral Kroozin Da Kosmos on Da Hulk






 An Actual Englishman wrote:
 Jidmah wrote:

Does anyone have good advice (or pictures) on fast-painting ork bikers? I still have 8 to go until the end of the month, and the amount of details on the bikes is making me go insane - it takes me two evenings to finish one

I'm on phone so can't post pics at the mo (not that I know how on the computer, mind) but I have painted a fair few bikes and switched my method mid way through to increase the speed and look. It is much quicker/easier using assemblies but I assume you're doing that anyways?

1. Spray all metal areas black (bike, guns, ammo drum, handlebars etc) and do a decent drybrush of a metallic, drybrush areas to taste and where natural highlights exist.
2. Don't colour all the panels in your clan of choice, pick only a few such as the wheel cover, the ammo drum etc.
3. Spray the rider in a brown or tan colour, use colour for the clothing of the Boy using washes and highlights.
4. Pick out some details in a bright colour - for example I pick out the lightning glyphs, dakka symbols, a few of the material scraps in bright yellow or red.

The eureka moment for me was the drybrushing the metallics on the metal areas. It looks way better anyway IMO and the better results come much quicker than spraying in a metallic and toning down (which is what I used to do previously).

Hope that helps, message me if you want more detail.


Huh. Thanks for the advice. Right now I'm spraying the bikes in gunmetal, and just the wheels in black, but I'll try black on the next bunch. I don't really know what to skip on the bike, doesn't it look odd when large parts are unpainted?
Bikers aren't an issue, I assembly-painted them along with the buggy crews.

Half-assed I-hate-painting-this sample biker below
[Thumb - signal-2019-09-07-180327.jpg]

This message was edited 1 time. Last update was at 2019/11/06 12:03:23


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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Ive always been terrible at giving painting advice since i do it so absentmindedly anyway.

When i was painting bikers i painted 2 a day with bikers not attached, but otherwise fully assembled. I pretty much completely covered them in the silver metal color first, the rustic metal after (usually kinda hard to see on bikers that i did that), then the yellow/red.
Im the kind of painter that my models kinda look like flat junk until its hit with a wash. I do that on purpose, both becuase it speeds it up and i expect the wash to stain certain colors half the time. After the wash i usually go back for some edge-work, though i dont think i was doing that at the time when i painted these.
To think i still have 12 more....lol....

Spoiler:



This is my KFF bike


Full squad




This message was edited 7 times. Last update was at 2019/11/06 15:36:19


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Longtime Dakkanaut




 Jidmah wrote:
Add a Combi-Rokkit for the boss nob and a tankbusta bomb. Still not worth their points, but real PITA for enemies, especially with deff skulls re-rolls.


I’m hoping Trukks and rockets come down significantly in points. The idea of truck boys seems to me to be quite appealing but maybe not at the points you pay.

A unit of 12 boys w/ 2 rockets and shootas clocking in at ~ 130-140 points would be tempting. As it is, when you can get a full boy squad for about 215 with a big choppa, it’s hard to justify.

Although the truck is less likely to need KFF, weird boy, or any CP to try to do its job.

This message was edited 1 time. Last update was at 2019/11/06 15:47:30


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Trukk sadly needs help in ways that with their current rules mentality it simply wont get w/o a model revision, and quite frankly it doesnt need a model revision it still looks amazing.
It needs more guns, simple as that. One weapon is pretty bad for an ork unit that doesnt have shenanigans to make it hit anyway, even worse when that weapon has no AP (since rokkit is index). Gone are the days of PK delivery services and MANz missiles, so the transport itself has to be a threat in some way and currently its only threatening presence is its a relatively fat mobile wall. Which trust me ive won games because of that simple fact delaying my opponent another turn but it rarely happens.

Without changing its loadout options it kinda needs to be radically cheaper and if it goes too cheap we run into the same issue Mekgunz are giivng us: stupid cheap moderately durable vehicles. Because lets face it, a trukk is oddly survivable in this edition by comparison to the past. Unless its hit with a proper anti-tank weapon it just sticks around for long enough to piss people off, but firing say a lascannon at it instead of the naut or wagon would be a win in the ork player's book lol

edit: on a completely unrelated topic i wonder what Gobbo is going to do since supposedly he has 40k rules....

This message was edited 2 times. Last update was at 2019/11/06 17:09:47


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Remember how trukks had the ramshackle rule? What if it came back, but instead of random stuff happening it gets to make one final move, and passengers can still charge out of the destroyed vehicle?
You'd think orks would get used to trukks getting blown up and would have learned to adapt. Could be hilarious to see in game.

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
Khorne Chosen Marine Riding a Juggernaut





UK

I used a truk in a game the other day with my nobs before the game i considered deep striking it! then i asked my self... hang on why the heck am i even taking a truk.

orks don't need transports in this codex, they just don't.

This message was edited 1 time. Last update was at 2019/11/06 17:59:15


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I'm actually leaning the opposite direction: I'd rather the Trukk was 10 pts cheaper and had NO weapons. A Trukk isn't meant to be just a mini-BW, so it doesn't really need any guns.

Trukkz still have Ramshackle. Roll a D6 and on a 6, reduce damage to 1. It's not great (it honestly should be a 4+ to be useful), but it's there.

Orkz don't need transports for movement, that's true. But transports offer more than just enhanced movement. A Trukk gives you 10 T6 Sv4+ ablative Wounds that you can still shoot out of. For me, that's the purpose of Ork transports.

Trukkz (and to a lesser extend BWs) don't need to (and shouldn't) do much on their own. They should be a a "wall of Wounds" that keep your Boyz (or whatever you put in them) safe from enemy fire until you get them where they need to be. Unfortunately, the prevalence of AP and the lack of an Invuln makes it difficult for them to accomplish this. If you don't get first go, your opponent is probably gonna pop it in your own deployment zone. Then they'll have a nice group of infantry to train their anti-infantry on.

I mentioned it earlier, but all Ork Transports really need a 4+ Ramshackle. Even at their current points, I believe that'd make them perfectly viable.
   
Made in us
Longtime Dakkanaut




 Latro_ wrote:
I used a truk in a game the other day with my nobs before the game i considered deep striking it! then i asked my self... hang on why the heck am i even taking a truk.

orks don't need transports in this codex, they just don't.


I disagree.

Tellyporta is great but every CP you spend on it CP not used on Green Tide, Shoot twice (BM or Dread Waagh), More Dakka (getting around negative hit modifiers in key moments), re-rolls (the more re-rolls I have on Strength or # of shots for my SSAG, the better).

If you're just blindly charging into a unit on turn 2/3, sure, I get it. But Trukks allow you to protect shooting units (Flash Gitz, Shoota Boyz), give an area of denial for deep strikers, etc, etc. It's not as simple as saying "Just deep strike". It could have a very useful place in an Ork list if it was a bit cheaper.

flandarz wrote:
I'm actually leaning the opposite direction: I'd rather the Trukk was 10 pts cheaper and had NO weapons. A Trukk isn't meant to be just a mini-BW, so it doesn't really need any guns.

Trukkz still have Ramshackle. Roll a D6 and on a 6, reduce damage to 1. It's not great (it honestly should be a 4+ to be useful), but it's there.

Orkz don't need transports for movement, that's true. But transports offer more than just enhanced movement. A Trukk gives you 10 T6 Sv4+ ablative Wounds that you can still shoot out of. For me, that's the purpose of Ork transports.

Trukkz (and to a lesser extend BWs) don't need to (and shouldn't) do much on their own. They should be a a "wall of Wounds" that keep your Boyz (or whatever you put in them) safe from enemy fire until you get them where they need to be. Unfortunately, the prevalence of AP and the lack of an Invuln makes it difficult for them to accomplish this. If you don't get first go, your opponent is probably gonna pop it in your own deployment zone. Then they'll have a nice group of infantry to train their anti-infantry on.

I mentioned it earlier, but all Ork Transports really need a 4+ Ramshackle. Even at their current points, I believe that'd make them perfectly viable.


I think this is the right answer. I don't care if my Trukks have a kickass gun, I care they are cheap and durable enough for me to exert board influence. If I can trade 40 points for 2CP and help move a unit up without tellyporta, this seems like a GOOD exchange rate.

Ramshackle on a 4+ might be a bit too much. Maybe a 5+ if they wanted to buff the durability without too many other changes.

a 4+, 6++ (DS), 5+++ (kind of) would actually be pretty decent.

This message was edited 1 time. Last update was at 2019/11/06 18:53:02


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

4+ ramshackle would be a bit nuts.
They'd be borderline unkillable since any big hit has a 50-50 shot at being 1 damage instead of 6.

I am surprised though that the 6+ variant isnt an ork vehicle thing in general, where even walkers have it, and the trukk was a 5+.
Currently the only "other" version of it is the Mega Dread and that version of ramshackle is abysmal lol. 4+ FNP that the moment you fail one it goes to a 5+, then 6+ so realistically it "might" block 3 damage lol. Not 3 hits, 3 damage.

This message was edited 2 times. Last update was at 2019/11/06 18:41:13


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Well, a 4+ would mean that the high damage weapons would likely want to shoot elsewhere, but there are plenty of weapons with a large number of low damage shots that would still eat a Trukk up. 30 Badmoonz Shoota Boyz could do it (60 shots. 27 hits, 9 Wounds, 4.5 Damage, Shoot Twice and you got a Trukk with 1 Wound left), and they aren't even the best option WE have.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

generally its 2damage weapons that eat my trukks up because they are low enough toughness to wound on 3s and only need 5-6 to get through anyway.
Except to finish one off i dont think ive had a single trukk get hit with a 1damage weapon. Theres plenty of multidamage weapons that dont want to hit T7/8 things but are fine with T6

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I agree. Which is why I think a 4+ Ramshackle would be good. If an attack has high-AP and damage, the Ramshackle will protect the Trukk, but if they have low-AP and damage, you still got your 4+ Save.
   
Made in us
Battlewagon Driver with Charged Engine





I just want my trukks a little cheaper so they can work like 10 decent bonus wounds for the lootas. My list (hopefully) will have 24 lootas and 24 tbs in trukks....for less than 1000 points.

Hoping real hard on that one.
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

Will be interesting to see if they get a pts drop in ca next month. Pretty sure it's safe to say smasha guns are gonna get a nerfing

 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 flandarz wrote:
I'm actually leaning the opposite direction: I'd rather the Trukk was 10 pts cheaper and had NO weapons. A Trukk isn't meant to be just a mini-BW, so it doesn't really need any guns.

Trukkz still have Ramshackle. Roll a D6 and on a 6, reduce damage to 1. It's not great (it honestly should be a 4+ to be useful), but it's there.

Orkz don't need transports for movement, that's true. But transports offer more than just enhanced movement. A Trukk gives you 10 T6 Sv4+ ablative Wounds that you can still shoot out of. For me, that's the purpose of Ork transports.

Trukkz (and to a lesser extend BWs) don't need to (and shouldn't) do much on their own. They should be a a "wall of Wounds" that keep your Boyz (or whatever you put in them) safe from enemy fire until you get them where they need to be. Unfortunately, the prevalence of AP and the lack of an Invuln makes it difficult for them to accomplish this. If you don't get first go, your opponent is probably gonna pop it in your own deployment zone. Then they'll have a nice group of infantry to train their anti-infantry on.

I mentioned it earlier, but all Ork Transports really need a 4+ Ramshackle. Even at their current points, I believe that'd make them perfectly viable.


Yeah, they have ramshackle, but they don't have the fun version of ramshackle where the trukk drifts off somewhere and explodes.
8th is a bit bland like that.
I think orks should have more sacrificial units / effects on death. Like, its going to die, but you'll get something useful in return.

Like, the snazzwagon should always explode at 6" and its guaranteed, no roll required. It should also be dirt cheap, because paying a premium for something that's meant to die is dumb.
Trukks get you closer to the enemy upon death.
Dreads lash out at nearby enemies upon death, or gets a free charge move.
Ork infantry units flat out loot that old Black Templar rule where they move forward whenever they take casualties.
That sort of thing.

It just seems orky to me that they would try to krump the git that destroyed their ride, even if they are certainly about to die in the process. Like that time Tuska Demonkilla castrated the demon who killed him as a final act of defiance. Orks should be all about that.

This message was edited 2 times. Last update was at 2019/11/07 09:19:17


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
Battlefortress Driver with Krusha Wheel




Douglasville, GA

That'd certainly be nice, but I really don't expect we'll ever return to doing stuff like that. GW has made it pretty clear that Orkz (and all Xeno/Chaos) are just here to make the Marines look good.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

technically its been that way since the beginning and until the recent marine bul--- er codex it has been quite the opposite.
When an imperial codex is so strong even imperial armies are complaining about it, its over the top and going to get tuned down eventually. The GW of 8th edition at least DOES nerf things, unlike 6th where we'd go an entire edition jsut about waiting for a faq so we could even play an army, let alone do good with it.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in no
Rogue Grot Kannon Gunna






Man what a shitshow was 6ed
   
Made in eu
Ork Admiral Kroozin Da Kosmos on Da Hulk






6th ed was just the old codex showing its age because to nobz, KFF and lootas dropped from competitive to meh due to basic rule changes. Everyone else getting more powerful codices didn't help either.

However, 7th edition started off with a codex nerfing the already struggling orks instead of buffing them, none of the new models could fill the holes the nerfs tore and the-supplement-that-shall-not-be-named had no other goal but ripping off ork players. One of the two formations which was made good by pure incompetence, was removed from the game later on.
BTW, it was also 7th that killed the old ramshackle rule, not 8th.

This message was edited 2 times. Last update was at 2019/11/07 08:28:43


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 gb
Longtime Dakkanaut






I've had a look at throwing together a themed list where nearly everything is flying. It's based around 90 stormboys with Zagstruk, and warkoptas with rattler cannons.

I've noticed when I was throwing this together just how damn good rattler cannons seem to be! bought on a warkopta as a pair, they throw out 4D6 (average of 14 shots) at S5 AP-2 damage D3! per kopta, and my list has 5 (does the rule of 3 apply to dedicated transports?). If I get turn 1, my list will output 20D6 shots, plus rokkits on each kopta, plus a SSAG in fire support, plus a wazbomm to keep them safe, whilst my fearless stormboys rush across the field.

list:
Spoiler:

Goff Battalion
dreadwaaagh! specialist detachment

HQ:
Boss Zagstruk
SSAG Mek, Oiler

Troops:
3 x 10 gretchin (to ride in the koptas)

Elites:
6 Tankbustas (one is a nob)

Fast attack:
29 stormboys, killsaw/kombi-skorcha nob
29 stormboys, killsaw/kombi-skorcha nob
29 stormboys, powerklaw/slugga nob (already built)

Flier:
Wazbomm Blastajet, KFF

Dedicated Transport:
5 x chinork warkopta, rattler cannons, kustom mega blasta


I think it has the balance of anti-tank and anti-horde (I think the rattler cannons have the ROF and damage to be both!). I've never used more than 10 stormboys (I want to build more, as I love the concept). I know they are more expensive than boys and hit just as hard, and da jump & tellyporta makes the stormboys a little redundant, but as I can reliably get close for a turn 2 charge (rather than a maybe-charge of 9.1" with jump/tellyporta) and with the volume of bodies I have to soak up damage, not to mention the utility of being able to charge fliers (which I suspect some players may forget, to their doom), and the silly firepower of the koptas, I should be able to clear the anti-infantry guns reasonably efficiently and then have my stormboys run riot. If there's nothing I want to run headlong at (IE massed anti-infantry) I have the utility to hold my 'boys in orbit and drop on the battlefield once it looks a little safer!

Has anyone run a stormboy horde this edition? or massed koptas? does it work?

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in fi
Locked in the Tower of Amareo





 Jidmah wrote:
6th ed was just the old codex showing its age because to nobz, KFF and lootas dropped from competitive to meh due to basic rule changes. Everyone else getting more powerful codices didn't help either.

However, 7th edition started off with a codex nerfing the already struggling orks instead of buffing them, none of the new models could fill the holes the nerfs tore and the-supplement-that-shall-not-be-named had no other goal but ripping off ork players. One of the two formations which was made good by pure incompetence, was removed from the game later on.
BTW, it was also 7th that killed the old ramshackle rule, not 8th.


No formation was really removed though. While the ork supplement got redone without few formations GW's official stance was the old version could still be used so the formation was still 100% legal.

2024 painted/bought: 109/109 
   
Made in eu
Ork Admiral Kroozin Da Kosmos on Da Hulk






Reality was different. Since the new book had removed the green tide, it was no longer allowed to be used at multiple tournaments.
GW back-paddled on that almost a year later, presumably when Kirby got the boot and GW and they started to communicate again.

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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