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![[Post New]](/s/i/i.gif) 2023/05/19 05:29:50
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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All FW gunz for stompa are also gone.
It is like Jidmah said - all small FW model will be gone. FW will produce just huge models like Titans. It is explicitly said on the end of the article.
So I hope you followed my tip to buy it before people get crazy they are gone
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![[Post New]](/s/i/i.gif) 2023/05/19 10:52:07
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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I hope the warboss on warbike ends up as plastic then, because the idea of having a warboss, thats just way faster than the rest of the warbosses on foot, is great.
Hes a great unit over all.
And i just modelled a necron laser on my regular stompa, to use as a "Gaze of Mork" rather than making the laser eye..
Work for nothing i guess.
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/05/19 19:22:02
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Regular Dakkanaut
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What if they just buffed the dethkilla wartrike? Like gave it a real power klaw? As that's seems possible with what they have been doing to wepon profiles in tenth. Then would it be a fine replacement?
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![[Post New]](/s/i/i.gif) 2023/05/20 10:07:49
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Boosykes wrote:What if they just buffed the dethkilla wartrike? Like gave it a real power klaw? As that's seems possible with what they have been doing to wepon profiles in tenth. Then would it be a fine replacement?
Lots of things are issue w wartrike that may change but probbaly not..
Speed waaagh vs Waagh, vehicle vs bike, powerklaw relic vs snagga klaw
Since beastsnagga is likely going away I’d probably take beastboss over wartrike if they keep the dumb warboss limit which is hopefully also going away.
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![[Post New]](/s/i/i.gif) 2023/05/20 22:59:50
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Regular Dakkanaut
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Ya hopefully the snagga boyz just become boyz.
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![[Post New]](/s/i/i.gif) 2023/05/21 04:47:04
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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They are essentially getting rid of the primarus limitations it would be a kick in the teeth to leave it in for orks.
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![[Post New]](/s/i/i.gif) 2023/05/21 07:57:42
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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gungo wrote:They are essentially getting rid of the primarus limitations it would be a kick in the teeth to leave it in for orks.
They only got rid of them for transports. The primaris lieutenant still is limited to joining primaris units. I wouldn't be too surprised if beastbosses can only have beastsnagga boyz or squighog riders as retinue.
And there is no way that they will merge boyz and beastsnagga boyz.
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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) 2023/05/21 19:07:48
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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Yeah, it wouldn't be consistent for them to merge the two unit profiles, especially since they released a new plastic monopose kit for boys with Big Shoota and Rokkit Launcha options that Snaggas currently don't have. If they wanted Snaggas to replace boyz, they would have had them be the sole kit available.
Personally, if we see Snagga units lose their rule bonuses against monsters/vehicles, it would be nice for them to be our Wych equivalent of preventing enemy units from falling back as a baseline rule for them now that they're incorporating a lot of their unit only strats into the actual datasheets. 2CP for a 4+ chance for an enemy not to fall back suuuuuucked, it would be much more palatable if it was something on their datasheet and give them a role that steps less on the toes of regular boyz if they're more of a disruptive bully unit that isn't focused as much on sheer numbers like a regular boyz unit is.
Good news is that we're finally getting our faction focus preview this coming week based on the warhammer community article this weekend. Fingers crossed we get some good peeks into how our army works!
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![[Post New]](/s/i/i.gif) 2023/05/22 08:09:52
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Stabbin' Skarboy
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gungo wrote:Boosykes wrote:What if they just buffed the dethkilla wartrike? Like gave it a real power klaw? As that's seems possible with what they have been doing to wepon profiles in tenth. Then would it be a fine replacement?
Lots of things are issue w wartrike that may change but probbaly not..
Speed waaagh vs Waagh, vehicle vs bike, powerklaw relic vs snagga klaw
Since beastsnagga is likely going away I’d probably take beastboss over wartrike if they keep the dumb warboss limit which is hopefully also going away.
Speedwaaagh is probably going the way of the dodo or its solely linked to a Detachment. I have a gut feeling mob rule will be dropped or changed once again (over half strength get +1 to your LD) and waaagh being a detachment rule, so that it can be swapped out when we get other detachments representing the different way Orkz go to war aka dreadwaaagh, speedwaaagh, bigwaaagh.
I don't think there is really that much distinction between vehicles and mounted units, not that I saw in the leaked rulebook. No one can go through walls anymore unless their is a sneaky breachable/scalable keyword we haven't seen and being a vehicle is probably going to add the boon of being tougher in this edition. If a stormspeeder leaps from T6 to T9 I think our buggies and trike will also see a reasonable boost to say T8. We haven't seen a huge amount of Anti X keyworded stuff (it'll probably mainly be on old haywire weapons), melta and plasma look to have been taken down a notch so I'm not really seeing that many downgrades to being a vehicle so far in this edition.
I do feel like the era of Da Killaklaw is over, we only have the Warboss on Foot and the Mega Mek that have a powerklaw now, unless we are going to launch a warboss out of a assault vehicle, but relics/enhancements are a lot more rare now, no one will be able to spam 3 warlord traits and 3 relics, so hopefully our enhancements are a lot more meaningful that just one shot cruise missiles.
As for the Deffkilla, I don't think it'll get a buff in its output, rather it'll get a buffed defensive statline. T8, 10 wounds, lone operative when by warbikers and buggies. However, at the cost of -1 damage going away for good.
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This message was edited 1 time. Last update was at 2023/05/22 08:12:30
How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2023/05/22 08:33:10
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Locked in the Tower of Amareo
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"over half strength get +1 to your LD"
This would be pretty weak not being applicable to default way of taking ld checks. Helps vs stuff like screamer killer of course
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/05/22 17:05:03
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Regular Dakkanaut
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GW knows the Ork community is the most prolific so they wait to release our teaser last :(
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![[Post New]](/s/i/i.gif) 2023/05/22 20:06:09
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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tneva82 wrote:"over half strength get +1 to your LD" This would be pretty weak not being applicable to default way of taking ld checks. Helps vs stuff like screamer killer of course Or they could simply leave it instead of creating yet another rule that does not work as intended. Orks rarely care about battleshock above half starting strength, and more orks increase the number casualties required until they start caring anyways. I'd honestly take 'ere we go over any iteration of mob rule.
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This message was edited 2 times. Last update was at 2023/05/22 20:06:43
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. |
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![[Post New]](/s/i/i.gif) 2023/05/23 01:45:53
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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Jidmah wrote:tneva82 wrote:"over half strength get +1 to your LD"
This would be pretty weak not being applicable to default way of taking ld checks. Helps vs stuff like screamer killer of course
Or they could simply leave it instead of creating yet another rule that does not work as intended. Orks rarely care about battleshock above half starting strength, and more orks increase the number casualties required until they start caring anyways.
I'd honestly take 'ere we go over any iteration of mob rule.
Agreed, and frankly I'd rather they made it so bosspoles were relevant wargear again now that characters can be attached to units, so make it so crackin' eads are a datasheet ability.
Judging from how they've treated Synapse and traditionally high Ld models like Necrons, if they do keep Mob Rule, I feel like it's going to allow a MOB unit to use another MOB unit's current model number for if they count as being under half strength or not.
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![[Post New]](/s/i/i.gif) 2023/05/23 02:58:15
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Jidmah wrote:gungo wrote:They are essentially getting rid of the primarus limitations it would be a kick in the teeth to leave it in for orks.
They only got rid of them for transports. The primaris lieutenant still is limited to joining primaris units. I wouldn't be too surprised if beastbosses can only have beastsnagga boyz or squighog riders as retinue.
And there is no way that they will merge boyz and beastsnagga boyz.
Beastsnaggas are essentially just skarboys
It’s silly they took a klan like snakebites with thier primal niche and just made specific units that really have no other reason to be separated as such. They want to get rid of rules bloat just get rid of those odd restrictions that don’t serve a purpose like beastsnaggas keyword. Automatically Appended Next Post: Grimskul wrote:Yeah, it wouldn't be consistent for them to merge the two unit profiles, especially since they released a new plastic monopose kit for boys with Big Shoota and Rokkit Launcha options that Snaggas currently don't have. If they wanted Snaggas to replace boyz, they would have had them be the sole kit available.
Personally, if we see Snagga units lose their rule bonuses against monsters/vehicles, it would be nice for them to be our Wych equivalent of preventing enemy units from falling back as a baseline rule for them now that they're incorporating a lot of their unit only strats into the actual datasheets. 2CP for a 4+ chance for an enemy not to fall back suuuuuucked, it would be much more palatable if it was something on their datasheet and give them a role that steps less on the toes of regular boyz if they're more of a disruptive bully unit that isn't focused as much on sheer numbers like a regular boyz unit is.
Good news is that we're finally getting our faction focus preview this coming week based on the warhammer community article this weekend. Fingers crossed we get some good peeks into how our army works!
I’m not saying they should be merged w boys I’m saying they shouldn’t be a seperated ork hierarchy within the codex and just be skar boys by another name. Just an elite melee unit.
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This message was edited 1 time. Last update was at 2023/05/23 03:00:52
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![[Post New]](/s/i/i.gif) 2023/05/23 06:27:12
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Beastsnaggas boyz are just skarboyz with a name that GW can copyright, just like Imperial Guard has become Astra Militarum.
There is little reason to differentiate between them. Beastsnaggas are just bigger, bulkier boyz, just like Intercessors are bigger, bulkier Tacticals.
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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) 2023/05/23 13:24:10
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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Funny to see that in the Custodes faction focus preview that Trajann's changes to his moment shackle rule had him loot Ghazzy's old 4th-7th ed rule where when he called a WAAAGH! he got a 2+ invulnerable save for a turn. They're T6 now base as well, so I assume a Warboss might go up to T7 (at the very least for Mega Armour variant if not the normal one).
Doubt that boyz go up to T6 though, I'm pretty sure we'll stay at T5. T6 may be reserved for Nobz/Meganobz.
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![[Post New]](/s/i/i.gif) 2023/05/23 14:46:43
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Regular Dakkanaut
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Ya after seeing custodes I'm really interested in seeing orks tommarrow. Love me orks. Any thoughts on what the faction rule might be? As I assume the detachment rule will be waaaaagh. Come on lucky number green.
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![[Post New]](/s/i/i.gif) 2023/05/23 16:41:59
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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Boosykes wrote:Ya after seeing custodes I'm really interested in seeing orks tommarrow. Love me orks. Any thoughts on what the faction rule might be? As I assume the detachment rule will be waaaaagh. Come on lucky number green.
Hard to say, ideally it's not a one and done rule like it is now. I've always preferred a similar system to what the Orruk Warclans Big WAAAGH! subfaction has in terms of its battle traits with you gaining WAAAGH! points over time depending if your General is alive/on the board as well as how many Orruks made charges/were in active combat. It gave progressive buffs to hit and wound rolls, better casting and adding to charge rolls and you could blow off all your points to call a WAAAGH! once you hit your WAAAGH! points cap to give an army wide buff of +1A. Something similar to that would be nice to get some nuance in buffs across different units, since currently our regular WAAAGH! really only benefits a specific army archetype and is pretty much solely defensive buff for units like speed freek units. Giving more consistent dakka for shooty units and movement for vehicles or other things would be a good stopgap until they give us more detachments to work with in our codex.
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![[Post New]](/s/i/i.gif) 2023/05/23 16:48:42
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Deathwing Terminator with Assault Cannon
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Boosykes wrote:Ya after seeing custodes I'm really interested in seeing orks tommarrow. Love me orks. Any thoughts on what the faction rule might be? As I assume the detachment rule will be waaaaagh. Come on lucky number green.
Waaagh! is the faction rule per WarCom: "every faction gets an army ability regardless of which Detachment you’re using. This represents the totemic aspect of that faction in war – so the Orks get Waaagh!, Tyranids get Synapse, the Astra Militarum get Orders, and the Space Marines get Oath of Moment."
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![[Post New]](/s/i/i.gif) 2023/05/23 20:03:35
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Boy Hangin' off a Trukk
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gungo wrote:Beastsnaggas are essentially just skarboys
It’s silly they took a klan like snakebites with thier primal niche and just made specific units that really have no other reason to be separated as such. They want to get rid of rules bloat just get rid of those odd restrictions that don’t serve a purpose like beastsnaggas keyword.
Couldn´t agree more. Cyboars and that whole extra feral tribal vibe was a great identity for Snakebitez. This thing is just annoying. Klan style, but-not-a-Klan parallell organization that has the identity of another existing Klan?
If they wanted an elite layer why didn´t they go some Scarboy path? Speedfreaks works since they are within the lore. Orks want to go fast. We get it. And ES are most common of that ilk since they are the motor Klan. Makes sense. But the feral thing is SB...it´s a Klan trait. Not a lore piece. It´s backwards to me.
Excited that we finally get out marketing day! I´d guess Waagh! is a temporary melee buff. Not to spectacular.
What I really like so far is morale rules. They matter in a good way. It´s brilliant that they let it have an impact but not in just killing your dudes. The tactical, points denying part, is smooth. I did not expect such an innovative opening of a new vector of attack. Opens design and strategy space
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![[Post New]](/s/i/i.gif) 2023/05/23 23:33:18
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Smokin' Skorcha Driver
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All I know is Girlyman went from T6 to T9 so if Ghaz isn't T10 or minimum T9 imma riot.
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Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
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![[Post New]](/s/i/i.gif) 2023/05/24 04:20:48
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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Now with Klan keywords no longer really being a thing, I'm just hoping Ghazzy has proper aura buffs that affect more units than just basic infantry. I'm sure he'll follow the same format as most of the other major faction leaders, it would be cool if they show how he's got the Gork/Mork aspect of taktics being Kunnin but Brutal and Brutal but Kunnin.
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![[Post New]](/s/i/i.gif) 2023/05/24 07:12:38
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Scactha wrote:Couldn´t agree more. Cyboars and that whole extra feral tribal vibe was a great identity for Snakebitez. This thing is just annoying. Klan style, but-not-a-Klan parallell organization that has the identity of another existing Klan?
If they wanted an elite layer why didn´t they go some Scarboy path? Speedfreaks works since they are within the lore. Orks want to go fast. We get it. And ES are most common of that ilk since they are the motor Klan. Makes sense. But the feral thing is SB...it´s a Klan trait. Not a lore piece. It´s backwards to me.
Sorry, but you are both absolutely wrong on this. Feral boyz have been a long time part of ork lore. Not every feral boy is a snakebite, just like not every speed freek is evil suns and not every kommado is blood axe.
The most famous example is probably Ol' Zogwort which most people incorrectly put with snakebites when he really is a feral freeboota, so the notion at least goes all the way back to 4th edition. Automatically Appended Next Post:
Depends on whether Ghaz is a leader like Abaddon or a conditional lone operative like Gulliman. Lone operatives need different defensive profiles than lone operatives, GW finally learned that. Hopefully the players eventually will too.
Please keep this in mind before losing your mind over an abstract number that has no real meaning in the lore.
Personally I'd take T6 and a retinue of MANz over lone operative and T9 any day.
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This message was edited 1 time. Last update was at 2023/05/24 07:35:42
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) 2023/05/24 07:45:28
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Smokin' Skorcha Driver
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Jidmah wrote:Please keep this in mind before losing your mind over an abstract number that has no real meaning in the lore.
I can’t hear your sensible words over all this REE I’m about to unleash into the world if the abstract numbers aren’t what I want them to be.
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Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
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![[Post New]](/s/i/i.gif) 2023/05/24 08:45:48
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Boy Hangin' off a Trukk
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Jidmah wrote: Scactha wrote:Couldn´t agree more. Cyboars and that whole extra feral tribal vibe was a great identity for Snakebitez. This thing is just annoying. Klan style, but-not-a-Klan parallell organization that has the identity of another existing Klan?
If they wanted an elite layer why didn´t they go some Scarboy path? Speedfreaks works since they are within the lore. Orks want to go fast. We get it. And ES are most common of that ilk since they are the motor Klan. Makes sense. But the feral thing is SB...it´s a Klan trait. Not a lore piece. It´s backwards to me.
Sorry, but you are both absolutely wrong on this. Feral boyz have been a long time part of ork lore. Not every feral boy is a snakebite, just like not every speed freek is evil suns and not every kommado is blood axe.
The most famous example is probably Ol' Zogwort which most people incorrectly put with snakebites when he really is a feral freeboota, so the notion at least goes all the way back to 4th edition.
Fair point. They are definitely canon. I overinterpreted BS as SB! Makes me like them more now. Good thing
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![[Post New]](/s/i/i.gif) 2023/05/24 13:11:29
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Dakka Veteran
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![[Post New]](/s/i/i.gif) 2023/05/24 13:14:42
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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Faction Focus is out: https://www.warhammer-community.com/2023/05/24/warhammer-40000-faction-focus-orks-2/ Kinda disappointed that our WAAAGH! is basically unchanged at all from the current balance dataslate, feels really lazy. I guess it's better that it's not just CORE units now? And you get to use it more defensively, but I was kind of hoping for something that was more passive in the background with an option to call a WAAAGH! especially since it seems we don't get 2 stages of it anymore. The detachment giving the entire army exploding 6's in melee, is also...not bad I guess, but very underwhelming since it feels like we only got half of a Goff trait and that's it. BS profile is interesting that they're 5+ armour base, not sure if that will apply to boyz as well, but they've got 6+ FNP instead of an invuln which is a mixed bag and probably annoying to DG players. The bigger reveal are choppas being AP-1 still, which is actually a significant deal since that means our boyz won't just bounce off things like 2+ save units. I presume since the power snappa was originally AP-2 but is now AP-1, that the power klaw will be indeed AP-2 like the SM powerfist. Also, looks like Jidmah got his wish, Ghazzy is only T6 but able to actually able to join squads now. Makari is there with him along for the ride too! (though I feel like he'll be quite vulnerable with only 1 wound).
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This message was edited 2 times. Last update was at 2023/05/24 13:16:18
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![[Post New]](/s/i/i.gif) 2023/05/24 13:28:51
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Maniacal Gibbering Madboy
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You will need meganobz for gazz escort, and no longer monster.. and we also lost charge rerolls.
The buggy gun is now 1 less ap and BS5, but gains D6+6 and ignore cover.
Also waagh now last's 1 game round..
makari looks like a must take now, he lost wounds and rules FNP6.
I wonder if we will be able to transport gazz now.
It feels like a net nerf.
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This message was edited 2 times. Last update was at 2023/05/24 13:34:44
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![[Post New]](/s/i/i.gif) 2023/05/24 13:37:33
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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The loss of 'Ere We Go is going to be the hardest hit IMO, makes charging dicey for us and positioning even more important during a WAAAGH! to make sure you're not left to the whims of the dice as strongly. Also seems confirmed that Mob Rule is gone and not replaced in any meaningful capacity.
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![[Post New]](/s/i/i.gif) 2023/05/24 13:46:28
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Terrifying Doombull
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Grimskul wrote:Faction Focus is out:
https://www.warhammer-community.com/2023/05/24/warhammer-40000-faction-focus-orks-2/
Kinda disappointed that our WAAAGH! is basically unchanged at all from the current balance dataslate, feels really lazy. I guess it's better that it's not just CORE units now? And you get to use it more defensively, but I was kind of hoping for something that was more passive in the background with an option to call a WAAAGH! especially since it seems we don't get 2 stages of it anymore.
The detachment giving the entire army exploding 6's in melee, is also...not bad I guess, but very underwhelming since it feels like we only got half of a Goff trait and that's it.
BS profile is interesting that they're 5+ armour base, not sure if that will apply to boyz as well, but they've got 6+ FNP instead of an invuln which is a mixed bag and probably annoying to DG players. The bigger reveal are choppas being AP-1 still, which is actually a significant deal since that means our boyz won't just bounce off things like 2+ save units.
I presume since the power snappa was originally AP-2 but is now AP-1, that the power klaw will be indeed AP-2 like the SM powerfist.
Also, looks like Jidmah got his wish, Ghazzy is only T6 but able to actually able to join squads now. Makari is there with him along for the ride too! (though I feel like he'll be quite vulnerable with only 1 wound).
Makari will also be part of the unit Ghaz joins ([leader] has a paragraph on multi model character units) and therefor can't be a targeted except by [precision]. Which, if they're going to gamble on that 2++, feel free.
For me the most interesting thing in the article is Mork's Roar acting as a sample for dakka weapons simply changing to [rapid fire x]
Beast Snaggas' monster hunter ability is bad. Reroll to hit is all well and good, but they've got no way to compensate for the T increases on vehicles and monsters, and low AP to boot.
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