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![[Post New]](/s/i/i.gif) 2020/05/26 15:20:34
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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Vineheart01 wrote:Its ambiguous but i think it has to have the source of the aura within 6" to negate it, so fortunately it wont reliably mess with us Turn1 long as your KFF's arent 6" away from the front edge of any friendly units so the flier can sit there.
But man....that is scary powerful against orks. Most armies that abuse auras are offensive ones, they can literally just walk away from it. Forcibly breaks up castles in that case at best. Its ultimate use is to negate defensive auras, which the only ones that come to mind are gamebreaking strong (TECHNICALLY the Tyranid Synapse is an aura lol)
Should be doable for a KFF mek. Might be a hair more awkward for like a Mork, as you might need to deploy more aggressively just because of terrain.
Man, just looking at the Admech update, this seems really, really good for them? Our PA wasn't this good lol.
https://www.warhammer-community.com/2020/05/26/new-rules-for-the-adeptus-mechanicusgw-homepage-post-3/
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![[Post New]](/s/i/i.gif) 2020/05/26 15:27:31
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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Quite literally that entire reveal has me going O.O
The only one that made me go "meh" was the copter strat until i realized it shuts down defensive crap right before you shoot and it lasts until your next turn so it also blocks morale auras and forces castles to back up to keep their auras.
Now im questioning if its OP lol
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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) 2020/05/26 16:05:38
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Nasty Nob
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As also an AdMech player it's an interesting strategem, but I don't think we'llhave to worry too much. With the amount of bodies we can have on the table, it should be relatively easy to screen against.
Elite armies, however, will struggle against this.
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"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 |
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![[Post New]](/s/i/i.gif) 2020/05/26 16:05:45
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Gargantuan Gargant
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That rules reveal is a big hit for the current meta. Given how much marines rely on auras, that alone could shake up lists being less reliant on them since there's a literal hard counter built into Ad-Mech, which for the time being can be souped pretty easily into most Imperium lists. It's definitely going to make KFF's less palatable for us, but thankfully we're one of the few armies where auras aren't as necessary for us to benefit from. The other rules are still pretty damn solid though, especially the "build your Forge World" ones. Definitely kinda sucks we were saddled with ones we can't even combine.
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![[Post New]](/s/i/i.gif) 2020/05/26 16:07:53
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Regular Dakkanaut
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Vineheart01 wrote:Quite literally that entire reveal has me going O.O
The only one that made me go "meh" was the copter strat until i realized it shuts down defensive crap right before you shoot and it lasts until your next turn so it also blocks morale auras and forces castles to back up to keep their auras.
Now im questioning if its OP lol
I mean necrons can technically do that at 12 inches, it just requires bringing an otherwise rather mediocre character (zahndrekh) and it only targets one character per turn. Seems really unfair to daemons though since they need to take a relic for a single chance to do it to a single unit with a 3d6 vs leadership roll
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![[Post New]](/s/i/i.gif) 2020/05/26 16:13:54
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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Grimskul wrote:That rules reveal is a big hit for the current meta. Given how much marines rely on auras, that alone could shake up lists being less reliant on them since there's a literal hard counter built into Ad-Mech, which for the time being can be souped pretty easily into most Imperium lists. It's definitely going to make KFF's less palatable for us, but thankfully we're one of the few armies where auras aren't as necessary for us to benefit from. The other rules are still pretty damn solid though, especially the "build your Forge World" ones. Definitely kinda sucks we were saddled with ones we can't even combine.
I think this will hurt Iron Hands infantry a bit, as they use defensive auras extensively, (5++, +1 FNP) but aren't most SM auras offensive otherwise? They can just move their chapter master / captains / lieuts out of 6" and have their stuff get re-rolls.
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![[Post New]](/s/i/i.gif) 2020/05/26 16:15:46
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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yeah marines are mostly psychic buff or offensive aura. Really all youre gonna negate is rerolls in overwatch/melee on your terms and force them to get away from the plane if they wanna kept those rerolls.
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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) 2020/05/26 16:16:37
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Rogue Grot Kannon Gunna
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Don´t forget that it works at the end of the movement phase, which means that he needs to land within 6" of your caracthers before shooting , magic and charge.
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![[Post New]](/s/i/i.gif) 2020/05/26 16:21:26
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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Actually, the phrasing of the stratagem:
"Until the start of your turn, enemy models aura abilities have no effect within 6" of this model"
Does this mean if they get close to even 1 grot under a KFF, it loses the 5++ invul, thus making the entire unit lose the 5++ save? So it doesn't necessarily need to target the aura character if the entire unit needs to be WHOLLY within..
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![[Post New]](/s/i/i.gif) 2020/05/26 16:26:10
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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The grot doesnt have the aura ability.
It doesnt say they cannot be affected by auras, it says the aura ability has no effect.
That is something though that i wager will need a faq though.
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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) 2020/05/26 17:51:47
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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My AdMech friend pointed out that you can just screen out the flyer, exactly like other people have to screen out burna bommers to prevent 'eadbuts.
If it can't move within 6" of your KFF/doc, it won't be doing jack.
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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) 2020/05/26 18:40:26
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Locked in the Tower of Amareo
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Vineheart01 wrote:Upcoming terror if you guys face Admech btw.
If the new admech flier gets within 6" of your KFF, you have no KFF for 1cp. Also shuts down painboy if you had both.
Orks have almost no offensive auras, so this hurts. Bad. Also messes with Breakin' Heads technically and arguably Mob Rule's sharing part
Luckily orks should have no trouble ensuring flier can't get within 6" of KFF...But yeh for defensive auras that certainly going to be super good. KFF for orks, imagifier for valorous heart imagifiers...But out of those 2 orks have it easier as they can surround him with guys on their turn.
Good point above on the morkanaut. That's easier to shut down than infantry model on 40mm base.
Automatically Appended Next Post:
tulun wrote:Actually, the phrasing of the stratagem:
"Until the start of your turn, enemy models aura abilities have no effect within 6" of this model"
Does this mean if they get close to even 1 grot under a KFF, it loses the 5++ invul, thus making the entire unit lose the 5++ save? So it doesn't necessarily need to target the aura character if the entire unit needs to be WHOLLY within..
No he needs to get the flier to be within 6" of the KFF source. You have enough guys around the flyer base doesn't FIT within 6" you are safe. Well unless you move there yourself but then his shooting phase is already over.
Screening protects from that. Infantry armies won't have trouble with this. Vehicle heavy armies are more likely to be in trouble with this. Less chaff screens and morkanauts harder to cover. Greentide just laughs it over until army is more or less blown apart anyway.
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This message was edited 3 times. Last update was at 2020/05/26 18:45:42
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/05/26 19:02:50
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Rogue Grot Kannon Gunna
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Some news from the twitch streaming:
Everybody hits on 6´s
Capped modifiers
Capped CP (everybody has the same amount)
Veichles and monsters can fight second floors as Titatic
Monsters can shoot in CC as tanks Automatically Appended Next Post: Also
Terrain block LOS (obscuring is gonna be a thing: terrain have a footprint)
Mininum terrain amount implemented.
NO alternate activation.
1 CP for having units in DS.
They can come from different from different table edges as the game progresses.
Overwatch is gonna change (helping CC armies)
Automatically Appended Next Post: Goonhammer transcript:
https://docs.google.com/document/d/1pLkIFWf81YIhGD6Cy_zfvX4zm5GbkYTTEHEPapCTONY/edit
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This message was edited 2 times. Last update was at 2020/05/26 19:38:33
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![[Post New]](/s/i/i.gif) 2020/05/26 19:43:20
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Gargantuan Gargant
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Thanks Emi for the run down! I like how this definitely makes Dred Mob more palatable, because a big issue with running so many walkers was the dumb protection a lot of units would get if they hid up on the higher floors of buildings.
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![[Post New]](/s/i/i.gif) 2020/05/26 19:44:38
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Rogue Grot Kannon Gunna
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Grimskul wrote:Thanks Emi for the run down! I like how this definitely makes Dred Mob more palatable, because a big issue with running so many walkers was the dumb protection a lot of units would get if they hid up on the higher floors of buildings.
Cheers!
Also think about those Gorkanaut stomping intercessors in CC
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![[Post New]](/s/i/i.gif) 2020/05/26 19:56:19
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Mekboy Hammerin' Somethin'
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Great news ! 3 Gorkanauts with a waagh banner, I might actually field that now
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This message was edited 1 time. Last update was at 2020/05/26 19:58:30
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh |
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![[Post New]](/s/i/i.gif) 2020/05/26 19:58:43
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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Blast weapons still have random shots.
Maybe they'll just get a bonus to hit or extra shots?
It seems like it's tied to UNIT size, not a keyword.
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![[Post New]](/s/i/i.gif) 2020/05/26 19:59:00
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Gargantuan Gargant
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Emicrania wrote: Grimskul wrote:Thanks Emi for the run down! I like how this definitely makes Dred Mob more palatable, because a big issue with running so many walkers was the dumb protection a lot of units would get if they hid up on the higher floors of buildings.
Cheers!
Also think about those Gorkanaut stomping intercessors in CC
That'll show those cowardly beakies to try and hide in their houses!
I also like they're starting to move away from TLOS, and to more nuanced cover system, since now there'll be more incentive to use varying terrain rather than giant LoS blocking walls to actually make sure they do something. Makes me wonder if they'll be using negative hit mods more, now that negatives seem to cap or don't stack, and that everyone hits on 6's now.
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![[Post New]](/s/i/i.gif) 2020/05/26 19:59:39
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Locked in the Tower of Amareo
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tulun wrote:Blast weapons still have random shots.
Maybe they'll just get a bonus to hit or extra shots?
It seems like it's tied to UNIT size, not a keyword.
Based on saturday stream max shots vs hordes. Which seems to be(based on playtester. This was mentioned on SOB FB group so don't take this as 100% quaranteed) is 10+ models.
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This message was edited 1 time. Last update was at 2020/05/26 20:00:22
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/05/26 20:00:24
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Gargantuan Gargant
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tulun wrote:Blast weapons still have random shots.
Maybe they'll just get a bonus to hit or extra shots?
It seems like it's tied to UNIT size, not a keyword.
I feel like maybe it's a flat bonus of maybe every successful hit generating an additional hit?
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![[Post New]](/s/i/i.gif) 2020/05/26 20:01:57
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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tneva82 wrote:
Based on saturday stream max shots vs hordes. Which seems to be(based on playtester. This was mentioned on SOB FB group so don't take this as 100% quaranteed) is 10+ models.
From today:
Q7: Are random amounts of shots of weapons still a thing?
Stu - Yes. Blast helps even out some of the randomness for big explosive weapons, but there will still be random shots.
Guess we'll have to see what the actual rule is.
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![[Post New]](/s/i/i.gif) 2020/05/26 20:02:06
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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The address to big things for some reason not being allowed to whack stuff on upper levels makes me so happy.
It pissed me off to no end that my Morkanaut, which is twice as tall as the little 3" platform the enemy is sitting on, couldnt attack because he has a base. Yet the Battlewagon could because it didnt have a base and the elevation wasnt too high....because yaknow a deffrolla can totally run over the upper level occupants but a klaw sitting at that level cant swipe at it. Makes total sense.
They make it sound like Monster is going to be slightly better than Vehicle again, wonder what that means for Ghazzy. Being able to shoot his gun out of combat wont mean too much on its own but they sound like theres more to it than just that.
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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) 2020/05/26 20:04:44
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Locked in the Tower of Amareo
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tulun wrote:tneva82 wrote:
Based on saturday stream max shots vs hordes. Which seems to be(based on playtester. This was mentioned on SOB FB group so don't take this as 100% quaranteed) is 10+ models.
From today:
Q7: Are random amounts of shots of weapons still a thing?
Stu - Yes. Blast helps even out some of the randomness for big explosive weapons, but there will still be random shots.
Guess we'll have to see what the actual rule is.
Max shots vs horde units(10+ models) with blast weapons sure remove randomness.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/05/26 20:08:30
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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10+ seems a bit small. Describe 10 intercessors as a "horde" is nonsense.
I would be surprised if the threshold wasn't higher.
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![[Post New]](/s/i/i.gif) 2020/05/26 20:13:14
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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Nowhere did they mention horde was 10+, they just say its in the back of the book on how blast works.
I'd wager they intentionally make it 20+ so it DOESNT EVER affect any marine, since not a single marine can have 20 models in a unit afaik. Not even sure if any loyalists can reach 20 for that matter.
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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) 2020/05/26 20:17:08
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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I will say capped negative hit modifiers will make me very happy.
Capped -hit modifiers for my Mega Nobs... eldar putting me down to a 5+ was really depressing.
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![[Post New]](/s/i/i.gif) 2020/05/26 20:18:12
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Locked in the Tower of Amareo
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I expected it to be higher but it's the only thing we have heard so far with regardng what is horde. Annoyingly when they were asked what defines blast and horde they only answered first one in any clarity(appendix at the back of book) and practically skipped horde(just said big units) Automatically Appended Next Post: Vineheart01 wrote:Nowhere did they mention horde was 10+, they just say its in the back of the book on how blast works..
Yes. I said this came from elsewhere supposedly from playtester and that's why I also said it can't be considered 100% reliable.
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This message was edited 1 time. Last update was at 2020/05/26 20:18:52
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/05/26 20:24:56
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Battlewagon Driver with Charged Engine
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I hope that, if Tneva's rumour is correct, that the person who wrote it meant 10+ as in more than ten. Meaning 11 and up, but just phrased it poorly.
10 models just doesn't constitute a horde in my mind.
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![[Post New]](/s/i/i.gif) 2020/05/26 20:27:43
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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My guess is OVER 10 models. So 11+
That doesn’t sound like horde to you guys but the vast majority of units in this game are 5 or 10. With 15 and 20+ considered large.
Honestly I only expect the variable shots just to go max and the vast majority of those blast weapons are just d6 so it’s not a Deal. There are even fewer variable shot blast weapons that are 2d6 or 3d6.
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![[Post New]](/s/i/i.gif) 2020/05/26 20:34:47
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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Mech Orks are going to love these detachment changes.
I hope the base CP rate is enough to feed the stuff these lists wants to do, if it hits like 15+ at 2k with no more unit taxes...
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