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![[Post New]](/s/i/i.gif) 2020/05/26 20:37:42
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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Thanks so much for that.
This really sounds promising.
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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 22:05:34
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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I see a really bright competitive future ahead
And to those that are crying (again the usual suspects) that the sky is falling. If 20 is a horde, 19 boyz is not
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![[Post New]](/s/i/i.gif) 2020/05/26 22:22:37
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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Honestly if like they say pushing boyz or not mobs up the board (instead of da jumping them, or not taking any) will be worth it, then our army will get its feel back.
I guess perhaps Controlling the centre of the board will give VPs or something
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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 22:26:07
Subject: Re: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 wonder if walls will still be impassible to non-infantry units. Having vehicles able to burst through walls was always fun in the past edition. Will give a bit more strength to dreads, naughts and Ghaz.
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![[Post New]](/s/i/i.gif) 2020/05/26 22:36:16
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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And bonebreakas
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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 22:50:24
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
Glasgow
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tulun wrote: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...
This is my concern. Also a tough gig for, well, basically every competitive ork list since your horde agen army is going to be paying to have different klans and so starting with fewer CP than the guy with the single battalion elite army...
On the basis of the info we have so far, that's my only worry, however.
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![[Post New]](/s/i/i.gif) 2020/05/26 22:56:11
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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Vast majority of people will want 2 detachments anyway. Even just a vanguard or something for more elite/heavy/FA slots specifically, since not many armies have units in every slot type that DONT conflict with tactics. Plus, HQs. Unless they jack up psykers again i still want my weirdboys around so more than 3 HQs is kinda needed. And a Brigade's slot requirements may become difficult if vehicles get price hyked to compensate for the new rules (also blocks multi kulture lists anyway). Thats assuming Brigades even exist in 9th, they may remove that to entice spending CP for more slots. A lot of the time in older editions most people wanted a 4th or even 5th slot of a given type something fierce. To me all this changes is no more ~200pt battalions in a list lol.
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This message was edited 2 times. Last update was at 2020/05/26 22:59:35
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 23:03:02
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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nfe wrote:tulun wrote: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...
This is my concern. Also a tough gig for, well, basically every competitive ork list since your horde agen army is going to be paying to have different klans and so starting with fewer CP than the guy with the single battalion elite army...
On the basis of the info we have so far, that's my only worry, however.
This might open up the possibility that horde armies AREN'T the only competitive choice. In fact, horde armies might not be competitive at all, as the meta is about to be changed drastically.
Honestly, the question will be if certain detachments will be free to take (IE: A Batallion might not cost you CP, as you are required 3 troops + 2 HQ, while a Vanguard / spearhead / outrider / Supreme command costs you a CP), which would address that concern.
I generally agree with the philosophy they are going for -- one of the things I hated most about this edition was taking detachments strictly for CP. I'd rather take 4 troops because I want to, not because my army becomes non-functioning if I don't.
The only problem I see is that a lot of lists may be pretty over the top until the first points adjustment -- I could see something like the GK paladin bomb getting even stronger, for instance, without the need for any more troop taxes unless they want to.
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![[Post New]](/s/i/i.gif) 2020/05/26 23:19:19
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 mean, depending on which ruin you're using they could already charge people on the second level at least. With their big chunky hull (turrets not included) you could actually get within that 1 inch mark
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This message was edited 1 time. Last update was at 2020/05/26 23:19:47
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![[Post New]](/s/i/i.gif) 2020/05/27 00:21:00
Subject: Re: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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cody.d. wrote:I wonder if walls will still be impassible to non-infantry units. Having vehicles able to burst through walls was always fun in the past edition. Will give a bit more strength to dreads, naughts and Ghaz.
Honestly dreads and monsters should probably be allowed to move through buildings Like bikes and cavalry and Other vehicles like tanks and buggies should be more limited through
Automatically Appended Next Post:
nfe wrote:tulun wrote: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...
This is my concern. Also a tough gig for, well, basically every competitive ork list since your horde agen army is going to be paying to have different klans and so starting with fewer CP than the guy with the single battalion elite army...
On the basis of the info we have so far, that's my only worry, however.
To be fair most competitive orks lists can do with 1 detachment we chose triple battalion for the CP. the 3rd battalion was always a tax.
It’s not really hard to do a single Competitive deathskull klan with double battalion if we get to start with 15+ cp. heck you can do triple outrider deadthskull klan with 15 cp and have a legit buggy or mech list.
However this is a deathknell to those sub kulturs which are way to unit specific...unless they don’t require cp.
Also unless there is major changes to game design horde will still be the most competitive due to area denial.
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This message was edited 2 times. Last update was at 2020/05/27 00:28:47
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![[Post New]](/s/i/i.gif) 2020/05/27 07:02:54
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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I agree that monster should go thru building, but probably that should somehow damage the structure in their wake as well. Can't imagine a 6 meters Swarmlord just gliding thru a window...
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![[Post New]](/s/i/i.gif) 2020/05/27 08:22:34
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Regular Dakkanaut
England
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So can Ghazghkull shoot into the combat he is currently in also? A shame he cant have a supa skorcha as that would solve his problem with being tarpitted
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![[Post New]](/s/i/i.gif) 2020/05/27 08:43:29
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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Elfric wrote:So can Ghazghkull shoot into the combat he is currently in also? A shame he cant have a supa skorcha as that would solve his problem with being tarpitted
Exact working of 9th ed isn't known. Whether tanks/monsters can shoot FROM melee and/or INTO melee is unknown. Logic says they can't shoot INTO as how they suddenly can shoot pinpoint accurately into melee while infantry can't? (nevermind logic issue that main guns etc wouldn't even be able to shoot that close generally).
Odds are decent he can shoot out of combat but target still needs to be out of combat.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/05/27 08:46:08
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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Well, 12 shots from Mork's roar are also going to help with that Automatically Appended Next Post: cody.d. wrote:
I mean, depending on which ruin you're using they could already charge people on the second level at least. With their big chunky hull (turrets not included) you could actually get within that 1 inch mark
I was referring to the ability to go through ruins instead of having to go around. I've often had issues with bonebreakas (or the wartrike) being unable charge units on the bottom floor because they were standing 1.1" from the walls in a U-shaped building.
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This message was edited 1 time. Last update was at 2020/05/27 08:51:50
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) 2020/05/27 12:12:30
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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That is very, very VERY good point Jid!
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![[Post New]](/s/i/i.gif) 2020/05/27 12:23:12
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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Btw regarding can vehicles in melee shoot into combat rather than out assuming it's all vehicles(why dread couldn't but monster can?) Then if sister codex was designed 9th in mind(hah!) That would speak against shooting into melee. They have vehicle that can do that. Would need errating if all can. Possible but would make mockery of idea it was written 9th in mind
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/05/27 12:23:46
Subject: Re: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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The transcript does sound cool, especially the help for melee and horde armies. Orks should hopefully start feeling like themselves again
Although easier said than done of course!
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![[Post New]](/s/i/i.gif) 2013/03/12 18:07:52
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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Also capping -1 to hit boost freebooterz and Flashgitz up a notch. If now they can just remove that horrible reroll ALL, that would be a blessing.
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This message was edited 1 time. Last update was at 2020/05/27 12:42:24
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![[Post New]](/s/i/i.gif) 2020/05/27 12:46:48
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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Be surprised if they address that since they said all our books still are valid. They'd have to add some pretty funky core rules to limit auras like that without hamstringing certain ones that really, really shouldnt be nerfed (breaking heads for example)
All i can think of they could do is "reroll to hit/wound do not work in overwatch unless specifically allowed" so at least marines dont have unusually strong overwatch.
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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) 2020/05/27 13:02:54
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Krazed Killa Kan
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Kroem wrote:The transcript does sound cool, especially the help for melee and horde armies. Orks should hopefully start feeling like themselves again
Although easier said than done of course!
He didn't really mention anything that specifically helps horde armies. He said that more terrain helps melee units, less terrain will help range, along with overwatch changes.
He used the example of a Carnifex and Genestealer cults, didn't really talk about Boyz or Gaunts specifically as the question asked.
Although they didn't really mention it specifically in reference to this question, I do think that being able to put large units in reserve for CP would be an obvious buff for melee, depending on the cost of the strategem.
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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. |
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![[Post New]](/s/i/i.gif) 2020/05/27 14:05:33
Subject: Re: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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Stu - Changes to Overwatch and Falling Back. New core Stratagems to give melee armies a boost and make it worth going across the board.
This is the particular line I was talking about. These type of structural changes (terrain, overwatch, fall-back etc.) are much better than usual slapping of extra re-rolls or special rules onto melee units to 'fix' them.
If we have a rulebook in which 33% terrain coverage is listed as standard and it's effective at stopping long range firepower, then it benefits footsloggers like Boyz, short range firepower units like Flash Gitz and terrain ignoring units like StormBoyz. We could see some really nice Ork armies!
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![[Post New]](/s/i/i.gif) 2020/05/27 14:28:39
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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Honestly I’m wondering how tactical reserves works. Like distancing, ability to act, how easy it is to screen it out.
I could see them making games loopy with reserves coming on to counter attack other reserves coming on to attack other reserves...
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This message was edited 1 time. Last update was at 2020/05/27 14:47:53
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![[Post New]](/s/i/i.gif) 2020/05/27 15:29:30
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Dakka Veteran
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The interview mentioned that soup would still be possible but would need to spend CP to do that. This looks like it is an aim at helping monoline armies by having more CP. I would expect that multiple clans might make us have to use CP as well.
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![[Post New]](/s/i/i.gif) 2020/05/27 15:40:18
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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I'd be surprised at that one. Allies has always been viewed between codexes and different kultures are the same codex.
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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) 2020/05/27 16:06:15
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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Vineheart01 wrote:I'd be surprised at that one. Allies has always been viewed between codexes and different kultures are the same codex.
Yeah, that would suck if it that were the case, because, as mentione previously, it means that suboptimal klan kulturs like the ones in SoTB will never be taken, and ones that work best with only certain units (i.e. Bad Moons) are going to be hard to pull off compared to better stock klanz like deffskullz.
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![[Post New]](/s/i/i.gif) 2021/12/11 16:36:20
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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I'm hoping that we can still use multiple clans/subkultures without too much of a penalty. But it all else fails, I do have a 2000 pt boomboyz brigade
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![[Post New]](/s/i/i.gif) 2020/05/27 18:17:11
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Krazed Killa Kan
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Vineheart01 wrote:I'd be surprised at that one. Allies has always been viewed between codexes and different kultures are the same codex.
I do believe it is additional detachments that require command points based on what they have said in the stream. They didn't qualify that by saying it only means a detachment from another faction.
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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. |
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![[Post New]](/s/i/i.gif) 2020/05/27 18:27:28
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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Honestly as long as vehicles can shoot in combat and assault within reach of the model even if the vehicle has a base. That will make them significantly better.
However dreadnauts and monsters need the help most and have been having a hard time overall in 8th. They should be able to move though any terrain and assault any unit they can reach and shoot into combat. Even with those changes a lot of monsters and dreads still won’t be very competitive. They basically need to be infantry plus to be decent.
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![[Post New]](/s/i/i.gif) 2020/05/27 18:28:57
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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TedNugent wrote: Vineheart01 wrote:I'd be surprised at that one. Allies has always been viewed between codexes and different kultures are the same codex.
I do believe it is additional detachments that require command points based on what they have said in the stream. They didn't qualify that by saying it only means a detachment from another faction.
Honestly, if they are trying to encourage mono faction, this is fine. Orks fill up brigades easily. I also wonder if certain detachments will cost less if you’re forced to take troops.
Just means we’re selective with our second detachment choice in list building.
I reckon death skull + <CLAN> will become really common, because DS is just so good for all around competitively.
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![[Post New]](/s/i/i.gif) 2020/05/27 18:32:34
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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Haasbioroid wrote:I'm hoping that we can still use multiple clans/subkultures without too much of a penalty. But it all else fails, I do have a 2000 pt boomboyz brigade 
As far as the QnA suggest your first detachment is free and each additional one costs extra
The first kulture is free and each additional one costs extra
This might be an issue if a second detachment w different subkultur costs 2cp
Command points are decided by point total.
We don’t know if this is like relics where the second detachment costs 1 and the third costs 3....
We don’t know if certain units don’t cost CP such as assassin detachment for imperium... or subkulturs
There is going to be a massive faq and errata when 9th is released to fix certain issues.
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