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![[Post New]](/s/i/i.gif) 2021/07/13 20:50:03
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazy Grot Kutta Driva
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I dont like that Ghaz will be a MUST GO. Otherwise you are losing speedwaaagh, and that means a lot of dmg you definetly need
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Orks 5000p |
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![[Post New]](/s/i/i.gif) 2021/07/13 21:30:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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I think a lot of this will depend partly on if or how they change the existing warboss auras. Right now, the new WAAAGH! mechanic is a bonus and I don't think you necessarily have to completely rely on it as your battle plan, we may even have a strat or relic that can affect its duration or what it can apply to, so we kind of need a bigger picture before we start saying its a negative army mechanic.
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![[Post New]](/s/i/i.gif) 2021/07/13 22:38:58
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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Grimskul wrote:I think a lot of this will depend partly on if or how they change the existing warboss auras. Right now, the new WAAAGH! mechanic is a bonus and I don't think you necessarily have to completely rely on it as your battle plan, we may even have a strat or relic that can affect its duration or what it can apply to, so we kind of need a bigger picture before we start saying its a negative army mechanic.
And honestly it only really comes into play once maaaaybe twice a game. Sometimes not at all. IF the boss gets a different aura, or one that maybe buffs himself I think we'll still come out winning. Automatically Appended Next Post: Tiberius501 wrote:For Aus it’d be roughly:
$70 for Nob
$60 for named dude
$90 for Hogs
$180 for the snagga boyz
$84 for the book
$35 for the cards
Total: $519AU
So it’s a nutso savings at $290, at my LGS it’d be ~$250.
Here’s where it’ll turn out to be $350AU for no reason and I’ll be a very grumpy Ork.
But the question is, can you get your mitts on it, and if you manage to preorder when will it arrive? (I've never preordered something that was then sent to a non GW address and all the GWs in the area are fully shut due to covid.)
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This message was edited 1 time. Last update was at 2021/07/13 22:41:56
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![[Post New]](/s/i/i.gif) 2021/07/13 22:56:16
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Beardedragon wrote:
If it turns out to be true, that would be fething insane. permanent transhuman for snakebites? So even armies shooting out a ton of shots with +1 to wound wouldnt mean gak as they always only ever wound on 4s? I should start snakebiti-fy my ork army..
Please correct me if I am wrong (Seriously) but most armies don't have +1 to wound units, and those that do, its mostly on S4 weapons. So with that in mind, It would really only impact S6 and S7. I hate to be negative....but who cares? if you are shooting S6 and S7 weapons at my Ork boyz, ive probably already won Automatically Appended Next Post: Jidmah wrote:Is it just me, or is anyone else disappointed by the squigrider's stats?
Depending on how good the rokkit spears are, they just seem to be side-grades to nob bikers.
Nope I am right there with you. Unless the squig has crazy stats or the unit as a whole comes with a lot of great rules OR its priced ridiculously low, I just don't see this as a viable unit. Warbikers are 27ppm and are hot garbage right now. If this comes in at the Blood Crushers 40ppm...i just don't see it being used competitively.
In regards to the KFF. I have a strong feeling its going back to providing cover saves of +1 and/or -1 to hit. Both I would consider a nerf from a 5++ but if we get T5 with no price increase it might still be usable.
Fingers crossed lads
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This message was edited 1 time. Last update was at 2021/07/13 23:10:16
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![[Post New]](/s/i/i.gif) 2021/07/13 23:47:26
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Rumour has it for KFF:
6++ invul, within (so not wholly within).
On warboss:
Warboss provides +1 to hit aura in melee.
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![[Post New]](/s/i/i.gif) 2021/07/13 23:57:01
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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tulun wrote:Rumour has it for KFF:
6++ invul, within (so not wholly within).
On warboss:
Warboss provides +1 to hit aura in melee.
Ugh, if that's the case, the KFF is pretty much dead on arrival.
The +1 to hit aura in melee for the Warboss is more interesting, since it definitely counteracts power klaws and makes him syngergize with meganobz and make boyz mobz even more dead killy. I'd assume if this is the case, the WAAAGH! Banner Nobz aura is different?
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![[Post New]](/s/i/i.gif) 2021/07/14 00:17:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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again, i'd ignore those rumors until we actually get codex pics. This is nothing new of people spouting bs to raise chaos and oops nope it was fake (last one was necrons flipping the hell out about warriors getting nerfed in the CA, when warriors themselves are not broken in the slightest way but the sheer amount of stackable crap that makes them strong so nerfing them specifically is dumb) All the 'leaks' ive been seeing guts the army at its core. The trend for 9th codices is to add a layer or two of rules on top of whats there, remove a couple strats, maybe redesign a unit from the ground up. Why would they suddenly strip so many rules this time around? Orks already didnt have very many rules to benefit from, just the few we had were pretty good. Hell i even saw one claiming Deathskullz is a 5+++ against mortals and nothing else. A) none of the new codices with such a mechanic only have that and B) why would they go from invul to fnp....thats weird...
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This message was edited 2 times. Last update was at 2021/07/14 00:21:10
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) 2021/07/14 00:24:13
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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Grimskul wrote:I think a lot of this will depend partly on if or how they change the existing warboss auras. Right now, the new WAAAGH! mechanic is a bonus and I don't think you necessarily have to completely rely on it as your battle plan, we may even have a strat or relic that can affect its duration or what it can apply to, so we kind of need a bigger picture before we start saying its a negative army mechanic.
Yes, but I don't want to indulge in wishful thinking and assume it's a bonus when we haven't seen if the boss gets an aura. I think it's a safer bet to think otherwise.
We really don't know how the pieces fit together yet.
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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) 2021/07/14 00:25:41
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Speculation is fun!
The leaker has so far been accurate, unfortunately.
I would be happy if some of the stuff we heard was wrong, though, as it does feel like a gutting.
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![[Post New]](/s/i/i.gif) 2021/07/14 00:46:54
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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what has been confirmed other than the Kill Rig/Hunta Rig name drop?
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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) 2021/07/14 00:50:44
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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I heard about the Waaagh change (once per game) last week.
Existence of dakka weapons, which adds shots at half range.
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![[Post New]](/s/i/i.gif) 2021/07/14 00:53:47
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Flashy Flashgitz
North Carolina
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Any links to these rumors?
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![[Post New]](/s/i/i.gif) 2021/07/14 01:13:08
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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It originated on the r/Orks Discord.
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![[Post New]](/s/i/i.gif) 2021/07/14 01:20:13
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Hissing Hybrid Metamorph
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I know these leaks aren’t entirely trust worthy, but I don’t get the KFF nerf, if it is true. Why make it entirely useless? And the supposed new Dakka just makes them all rapid fire weapons. Not really sure I like either of these. Nerfing Orks in these areas seems a little bizarre.
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![[Post New]](/s/i/i.gif) 2021/07/14 01:24:58
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Flashy Flashgitz
North Carolina
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Tiberius501 wrote:I know these leaks aren’t entirely trust worthy, but I don’t get the KFF nerf, if it is true. Why make it entirely useless? And the supposed new Dakka just makes them all rapid fire weapons. Not really sure I like either of these. Nerfing Orks in these areas seems a little bizarre.
If the leaks are real, the KFF nerf is just the beginning. Kustom jobs gutted, all mek gunz nerfed, advance and charge gone, green tide gone, DDD gone, warboss on warbike gone.
Only upside I've seen is the rumored Goffs klan update to exploding extra hits in melee (not attacks) and +1 str on charge/heroic intervention.
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![[Post New]](/s/i/i.gif) 2021/07/14 01:29:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Yellin' Yoof on a Scooter
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Speculation is loads of fun, and good for some provocative thinking, just would not invest too much into it!
I am taking it all as good entertainment.
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Da Groxx, WarBoss of the Da Aff-Kicka Korps (DAKK) |
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![[Post New]](/s/i/i.gif) 2021/07/14 02:03:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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Dendarien wrote: Tiberius501 wrote:I know these leaks aren’t entirely trust worthy, but I don’t get the KFF nerf, if it is true. Why make it entirely useless? And the supposed new Dakka just makes them all rapid fire weapons. Not really sure I like either of these. Nerfing Orks in these areas seems a little bizarre.
If the leaks are real, the KFF nerf is just the beginning. Kustom jobs gutted, all mek gunz nerfed, advance and charge gone, green tide gone, DDD gone, warboss on warbike gone.
Only upside I've seen is the rumored Goffs klan update to exploding extra hits in melee (not attacks) and +1 str on charge/heroic intervention.
Well we know one of those things right? The advance and charge is still here. It's different but it has some nice buffs attacked. And warboss on bike is a FW unit, yeah it won't be in the ork book but unless GW/ FW decides to change a book they printed not a few months back it should still be a unit we can take.
So perhaps those leaks are leaving out half the story, saying what we're losing and not what we're getting?
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![[Post New]](/s/i/i.gif) 2021/07/14 02:14:56
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Flashy Flashgitz
North Carolina
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cody.d. wrote: Dendarien wrote: Tiberius501 wrote:I know these leaks aren’t entirely trust worthy, but I don’t get the KFF nerf, if it is true. Why make it entirely useless? And the supposed new Dakka just makes them all rapid fire weapons. Not really sure I like either of these. Nerfing Orks in these areas seems a little bizarre.
If the leaks are real, the KFF nerf is just the beginning. Kustom jobs gutted, all mek gunz nerfed, advance and charge gone, green tide gone, DDD gone, warboss on warbike gone.
Only upside I've seen is the rumored Goffs klan update to exploding extra hits in melee (not attacks) and +1 str on charge/heroic intervention.
Well we know one of those things right? The advance and charge is still here. It's different but it has some nice buffs attacked. And warboss on bike is a FW unit, yeah it won't be in the ork book but unless GW/ FW decides to change a book they printed not a few months back it should still be a unit we can take.
So perhaps those leaks are leaving out half the story, saying what we're losing and not what we're getting?
To your point yes there could be positives the leaker did not notice or include. Personally I think the WAAAGH change is a downgrade or a sidegrade at best. While some of these changes seem completely outlandish, the leaker was spot on about the WAAAGH change. It would have been one thing to speculate it returns to a once per game like we had back in 5th edition. But to also be correct on the +1 attack for that turn and the subsequent turn? These were screencapped on 6/18, so he must have had some pretty advanced knowledge or be the luckiest git to ever live.
Anyways, I'm not here to doom and gloom but I'm also not hopping on the hype train. The 9th ed track record for codices isn't nearly as perfect as folks make it out to be and its easy to be excited by a huge splash of new models. We will know soon enough if this leaker is on the money. I've saved all of the screencaps from Discord I can find and if anyone wants them feel free to DM me.
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![[Post New]](/s/i/i.gif) 2021/07/14 02:27:25
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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I'm curious that you feel the new waagh is a downgrade. I mean yeah I get that there are some negatives but to weigh it up
+now global and works even if in a transport
+gives an extra attack on the turn you use it and the turn after
+not technically an aura so the handful of anti aura things can't turn it off (I think?)
+does not seem to be klan locked unless I missed a part which makes mixed klans have more potential
-once per game
-limited to core and characters (It remains to be seen how stingy GW is with the core rule)
The speedwaagh is a little different, well very different. I'm going to miss the first turn charges with orkymatic piston Deffdreads. But in theory it does help out the units who in theory want it most. Warbikers. Assuming it functions as I think it functions. I dunno, the warbiker datasheet may change a bunch.
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![[Post New]](/s/i/i.gif) 2021/07/14 02:49:26
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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New waagh! is a sidegrade for me.
On one hand, i cant have adv+charge all game now. Which is more annoying these days as such a rule is reasonably common now.
On the other hand, when i do get it i will hit like a freight train. And 40k is often determined by T3 anyway.
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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) 2021/07/14 03:03:42
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Flashy Flashgitz
North Carolina
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cody.d. wrote:I'm curious that you feel the new waagh is a downgrade. I mean yeah I get that there are some negatives but to weigh it up
+now global and works even if in a transport
+gives an extra attack on the turn you use it and the turn after
+not technically an aura so the handful of anti aura things can't turn it off (I think?)
+does not seem to be klan locked unless I missed a part which makes mixed klans have more potential
-once per game
-limited to core and characters (It remains to be seen how stingy GW is with the core rule)
The speedwaagh is a little different, well very different. I'm going to miss the first turn charges with orkymatic piston Deffdreads. But in theory it does help out the units who in theory want it most. Warbikers. Assuming it functions as I think it functions. I dunno, the warbiker datasheet may change a bunch.
My feelings are pretty much the same as Vineheart, thus why I said sidegrade at best. You lose a lot of flexibility, while gaining a bit more hitting power.
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![[Post New]](/s/i/i.gif) 2021/07/14 05:07:06
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Vineheart01 wrote:New waagh! is a sidegrade for me.
On one hand, i cant have adv+charge all game now. Which is more annoying these days as such a rule is reasonably common now.
On the other hand, when i do get it i will hit like a freight train. And 40k is often determined by T3 anyway.
I think sidegrade is putting a positive spin on it.
Games which are non-competitive, beerhammer, maybe mid tables are decided on turn 3.
Truly competitive, tight games -- top tables ones -- are played over 5 turns.
This is going to be a downgrade in top competitive play imo.
I think you'll have to play around the bonus attacks iteration of it, not the advance and charge bit -- IE, I think a mounted Ork force may become more interesting. Getting out of a truck is a free 3 inches, which is roughly equivalent to an average advance.
Oh, fun fact -- according to the leaks, 'ere we go is now re-roll ALL dice, not one or more die. Yay!
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![[Post New]](/s/i/i.gif) 2021/07/14 06:43:13
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazy Grot Kutta Driva
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I dont believe any leak you say, to be honest
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Orks 5000p |
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![[Post New]](/s/i/i.gif) 2021/07/14 06:54:57
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Hissing Hybrid Metamorph
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On random wish listing, if Gretchin stay at 5ppm, I hope they get their ability to defend Orks baked in, or some other fun special rule. The T3 already helps though.
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![[Post New]](/s/i/i.gif) 2021/07/14 07:16:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Been Around the Block
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People always talk about auras as if they cover the table and your warboss never dies. If you're using him in combat, he's probably not lasting 5 turns anyway, and 6 inches is not a reliable range, especially since you generally need to compete for at least 3 objectives.
It's not definitely better (I think it is) but it at least opens up a host of options that allow for interesting play.
SpeedWaaagh I currently feel less great about, but maybe other rule changes will sway me on that.
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![[Post New]](/s/i/i.gif) 2021/07/14 07:43:04
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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SemperMortis wrote: Jidmah wrote:Is it just me, or is anyone else disappointed by the squigrider's stats?
Depending on how good the rokkit spears are, they just seem to be side-grades to nob bikers.
Nope I am right there with you. Unless the squig has crazy stats or the unit as a whole comes with a lot of great rules OR its priced ridiculously low, I just don't see this as a viable unit. Warbikers are 27ppm and are hot garbage right now. If this comes in at the Blood Crushers 40ppm...i just don't see it being used competitively.
I think my guesstimate of the whole box had them at ~25 PL for the whole unit, so they might be dirt cheap. Still not satisfying, and very dependent on whether they come in units of 3 or 6. With speed waaagh and KMB koptas back, I don't think these have place in mech lists. Automatically Appended Next Post: TedNugent wrote:Now that I think about it, I really hate the new Waaagh.
It forces you into deciding to optimize between melee infantry or vehicle heavy lists and is going to make list building a bit more annoying even if it does open up some lateral options.
Orks have always done that though, outside of mandatory troops and a few shooty passengers, infantry has always been a no-go for orks.
I really don't understand the speed Waaagh rules or what the idea behind that was.
It's also going to make timing the Waaagh critical for both setups, but moreso for the regular Waaagh for obvious reasons. I really don't like the idea of 4" meganobs without advance and charge.
At least in my experience, they rarely, if ever, were within aura range of the warboss. At least now you can synchronize the turn you tellyport them in and get extra attacks even if they are on the other side of the board.
It also makes units like flash gitz kind of a weird fit. Why would I use them when I can go buggies? And why would I use buggies when I don't use speed Waaagh?
For the same reason you do now - to have more shooting per points. Infantry also has other advantages, like being able to perform actions and flipping objectives, which most vehicles we have can't do.
In essence, the speed waaagh fixes a big problem current buggy lists have and that is buggies being just a bit too slow to push down the field with some extra oomph for their shooting to take out dangerous targets. It's also a good fit for dreadmobs, as kanz and dreads can now barrel down the board without losing any shooting, while nauts get some extra AP on their metric ton of weapons.
BDBurrow wrote:The biggest thing I took away from this is Ghaz now has to be your warlord to get his Great Waagh, which is a massive nerf.
It's also possible that he gets a rule that he has to be your warlord, like Mortarion got. Whether that is a nerf depends massively on whether we get a stratagem that allows us to buy extra warlord traits, and if we actually want to buy any of them.
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This message was edited 1 time. Last update was at 2021/07/14 07:52:25
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) 2021/07/14 09:03:38
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Dakka Veteran
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Vineheart01 wrote:New waagh! is a sidegrade for me.
On one hand, i cant have adv+charge all game now. Which is more annoying these days as such a rule is reasonably common now.
On the other hand, when i do get it i will hit like a freight train. And 40k is often determined by T3 anyway.
but this is where 40k is going in general... position your army for two turns and then make a devastating blow. just look at the new admech stuff.
beeing restricted to a warboss for advance and charge has the big downside of only beeing able to do so in a small portion of the table, now you can synchronize the mechanic for your whole army, Which is not only pretty fluffy but also damn good. the only gripes i have is that my evil sunz trukk boyz cant do that really anymore, perhaps the warboss retains his advance and charge aura which would be great, since you would get both benefits (army wide whaaagh and localized advance and charge)
the distinction between speedwhaagh and normal whaagh is... strange though. it further incentivises to only take one type of unit, i.e. go boyz OR toys. which on one hand is the way to play right now, on the other hand was MY biggest gripe with orks these days...
but like i said it all depends on if the warboss still has the advance and charge aura... if he does i am pretty excited... if he doesnt... well.. not so much
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![[Post New]](/s/i/i.gif) 2021/07/14 09:44:31
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Ork have always been that way though, and I really do miss the times of 5th when you spend turn 1 and 2 to line up the perfect Waaagh! In 9th, it's more like setting it up T1 and then trying to kill as much as possible for two turns, while speed waaagh! is all about driving into the enemy guns blazing. I kind of like both, for their respective armies. And it's definitely a side-grade because of the two turn damage buffs. Thrakka is kind of odd though - to get maximum benefit out of him, your army would probably be filled to the brim with goff dreads, deff rolla wagons, nauts and bikes. That said, I'm not sure that you need to maximize the benefit. The one thing that's kind of odd is that there is no mention of beasts - either all the squigs are going to be CORE or we see yet another episode of the GW exclusive series "new miniature team not talking to codex team".
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This message was edited 2 times. Last update was at 2021/07/14 09:50:17
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) 2021/07/14 10:31:27
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Jidmah wrote:The one thing that's kind of odd is that there is no mention of beasts - either all the squigs are going to be CORE or we see yet another episode of the GW exclusive series "new miniature team not talking to codex team".
Pretty sure they are going to be core. Too good way to establish a new, huge product range as a natural part of an old army concept. I believe the era of isolated development teams is pretty much past now, as it is with most successful modern companies.
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![[Post New]](/s/i/i.gif) 2021/07/14 10:35:50
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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Cavalry, bikes and jetbikes from other codexes are CORE, it's pretty safe to assume that the squig guys would be CORE as well.
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