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Made in es
Brutal Black Orc




Barcelona, Spain

https://www.warhammer-community.com/2017/05/25/warhammer-40000-faction-focus-orks/

Highlights:

-Your guys get saves base.
-Nobs ain't shanked before fighting. So do the rest of boyz.
-Improved surivability.
- 4th ed MOB RULE IS BACK! Enjoy Ld20 boyz.
-Da jump is da best.
   
Made in nl
Longtime Dakkanaut






Whooooo MOB RULES IS BACK and it is better than ever : )

Inactive, user. New profile might pop up in a while 
   
Made in us
Confessor Of Sins




WA, USA

Awesome, it looks like the Orks got some serious love. I'm really happy for this, even if I don't play them.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in au
Longtime Dakkanaut




Impressed and glad to see the mob rules and such return, clearly they are thinking about orks as a army now

What do they mean about you can take both saves together now ? are they special saves, or can you roll all the saves you have :O and how much stacking are they intending D:

I kinda feel they should have the basic free rules up now, as things come together it can be understood better.

This message was edited 1 time. Last update was at 2017/05/25 15:26:11


 
   
Made in us
Locked in the Tower of Amareo




4th ed Orks were pretty brutal. This fight just got a lot harder probably. As it should be. I'm getting a little nervous over here, because numarines don't really help BA that much in terms of play style.
   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

I'm not seeing how they are fixed really this articles really light on details, stacked 5= and 6= saves are not amazing.
   
Made in us
Decrepit Dakkanaut




hobojebus wrote:
I'm not seeing how they are fixed really this articles really light on details, stacked 5= and 6= saves are not amazing.

The fact you CAN get that layering still on top of being mildly faster doesn't help?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Regular Dakkanaut




hobojebus wrote:
I'm not seeing how they are fixed really this articles really light on details, stacked 5= and 6= saves are not amazing.


Well, the stacked saves are nice, but the real focus should be on the fact they are more likely to get to combat. They're more likely to get stuck in because they're more durable due to new AP system and they have a plethora of rules to help them get there. Charging after advancing, refilling charges and the movement spell all make it more likely you get to combat quicker and the durability buff makes it easier to weather shots. Additionally, we know transports have gotten buffed so that also helps them get stuck in. We also saw how they balanced the morale issues of the orcs with mob rule and nobs allowing big units of boys to get work done.
   
Made in nl
Longtime Dakkanaut






Force Field gives nearby Ork units a 5+ invulnerable save


UNITS....not models. So team spider congaline orks is back : )

Inactive, user. New profile might pop up in a while 
   
Made in kr
Inquisitorial Keeper of the Xenobanks






your mind

Da jump is... Unexpected.
No one expects the orkizition I guess...

   
Made in us
Beautiful and Deadly Keeper of Secrets





 jeff white wrote:
Da jump is... Unexpected.
No one expects the orkizition I guess...
Not really that's been a near standard weirdboy power for a while now.. It was just useless in an army with no deep strike mitigation and the random powers (even back in 5th!)

But the return to 4th edition Mob Rule.. No it's even better because instead of using your own you can use an even BIGGER squads morale nearby if your models got krumped down a bit.
   
Made in gb
Fixture of Dakka






Since an Ork Mob's leadership is equal to the number of Boyz in the mob, that means they need to lose half the unit in a turn (well, half the unit less 1D6) before needing to worry about battleshock.
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

I'm glad they're encouraging horde-play with the orks. Also, is this the first time challenges being gone was confirmed?
   
Made in es
Brutal Black Orc




Barcelona, Spain

 BlaxicanX wrote:
I'm glad they're encouraging horde-play with the orks. Also, is this the first time challenges being gone was confirmed?


No. If memory serves right that was known since day one.
   
Made in us
Powerful Phoenix Lord





Good to see Orks get some love.

Sad to see the increasing and continued use of stupid stacked saves. This is a dumb ass mechanic and is way too gamey/silly. It's about as bad as re-rolls for laziness.
   
Made in us
Clousseau





East Bay, Ca, US

Rerolled 5+ and 6+ is only a *little bit* worse than a 4+ save. It comes out to 4/9. That's absolutely outstanding for how cheap Orks are. Unless i'm misreading and these stack to 4+, which is even better.

Secondly, people were concerned about battle shock. If your Warboss is nearby, you're losing *at most* D3 boys. That is a massive buff over the way morale currently operates for you in 7th edition. And you can circumvent the battleshock mechanic that people were really upset about.

Meganobz at 3 wounds and a 2+ save is great no matter how you slice it.

Finally, Da Jump would be good for *any* army in 40k.

This message was edited 6 times. Last update was at 2017/05/25 15:52:59


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Krazed Killa Kan





Denver, Colorado

After the release that tyranid warriors didn't get an extra wound, I was pretty worried nobz weren't getting any extra. I was pleasantly surprised.

Overall, it sounds great.

5th ed mob rule sounds like it's back, and you get to fall back on a nearby unit's LD too.

Choppas work like chainswords, too. I did not expect that, but again, pleasantly surprised.

Really excited for meganobz. I still used them in 7th (too bully boyz to the LVO), but 3W, and getting a 5+ save from AP2 weapons now is pretty awesome, and they have a non-zero chance to survive things that erased them before (force weapons, power fists, lascannons, etc).

Painboy is a bit of a letdown, potentially, sounds like just 6+ FNP. But I suppose it's in an AOE.

KFF might be actually useful again, as it mentions it protects units, rather than models. Though that may be inaccurate.

Big choppa sound better, though I often took it. 2 damage, -1 AP!

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






It looks like the Ork army got a buff, but it takes a bit of finesse to use properly, which is good. For example the Meganobz. Imagine if you can get a Painboy near them; you get basically FnP AFTER a buffed 2+ armor save. And even failing all of that you still got 3 wounds per model to fall back on.

Also he mentions the Kombi-Skorcha, but I'm more thinking of the Kombi-Rokkit Launcha. Imagine being able to fire that off every single turn on a Warboss and Nobz.

This focus does give one implication to another faction though; Meganobz have 3 wounds while they currently have 2 wounds. This may mean that Paladins will have 3 wounds as well and that Terminator Armor and it's equivallents basically just give +1 wound as opposed to doubling it.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
Regular Dakkanaut




Reece, to me personally, focused on some stupid thngs with this faction focus. "Your boyz MIGHT get a 6+ T-shirt save and maybe once in a blue moon you'll roll a 6+not FNP!" To which I twirl my finger and roll my eyes because I do not get a boner over having to roll 6's or everything. Also, no dedicated anti infantry weapon they showed off is shred - so middle finger for you there Reece.

I'm dissapointed choppas aren't +1 str and we havent seen if Boyz keep their 2 attacks. Too early to call if that bonus attack is awesome or just eh its something.

Mob rule sounds alright, dunno how much its gonna help truck mobz. I like running hordes of boyz, I do not like my groups snide jokes about naps in my movemnt phase or being told I need movement trays.

The KFF being worth a feth again is just fantastic, even if it is an inch shorter in projection.

No mention of a invuln of any kind for warboss and nobz, sigh, can I go toe to toe with things again or not FFS.

So over all, eh? I mean some stuff sounds nice but really he just soured me from that opening, I literally grit my teeth just said oh feth you to myself when he thought thats what I should be excited over.
   
Made in gb
Fully-charged Electropriest






Meh, doesn't sound too good or too bad. Very little real info as expected from a Faction Focus.

Boyz are only more due in the open against basic infantry weapons, in cover they're less durable against most​ things because we're used to getting that 4+, now it will be a 5+ in cover minus any AP on the weapon that's shooting. 6+ FNP from Painboys isn't great, KFF sounds like it's back to where it was in 5th edition codex. Warboss morale bubble is only 3" but will be useful. Weirdboyz will hopefully be better than useless but remains to be seen. Meganobz got a needed buff after Terminators got an extra wound, hopefully the same applies to Nobz but I don't expect it. Boyz will hopefully suffer less morale issues.

Boyz in blobs, Meganobz in Battlewagons and Warboss on bike should be good. I wonder what my lists are going to end up looking like.

This message was edited 1 time. Last update was at 2017/05/25 16:47:06


 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






If they're 6 points a piece and keep their current statline as well as the new/4th ed mob rule, that 6+ with a 6+ is huge. The individual boy won't last that long, but having even 1/6th of them survive things that would have otherwise just straight up wiped them off the board is huge. Ork hordes are huge and they're tough, so even with a miniscule chance, it still means a substantial amount of Orks will now survive to get into combat in situations where they would have otherwise been completely wiped out.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

So a unit of 30 boys is basically Fearless unit they suffer close to half casualties?
I can dig that.

It rewards players you want to take large units and it encourages opponents to really focus on those units.
However, losing more than half casualties will be pretty brutal.

   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

There are people in this thread.

RIGHT NOW.

Who think that 6 point models deserve a save better then 6+.

An INVULNERABLE save, that is better then a 6+.

Wew lad.

 Galef wrote:
It rewards players you want to take large units and it encourages opponents to really focus on those units.
However, losing more than half casualties will be pretty brutal.


Eh, sorta kinda. Boyz units can substitute unit size for leadership OR use the leadership of a nearby unit. So if you have two 30-man boyz squads next to each other, and one unit loses 20 guys in a single round, that now 10-man squad can use the leadership of the 30 man squad next to it for battleshock tests, effectively giving the ten-man squad leadership 30.

This message was edited 2 times. Last update was at 2017/05/25 16:54:44


 
   
Made in ca
Longtime Dakkanaut





Canada

All of this looks pretty amazing, LD 30 units (assuming we keep the cap) spreading their LD to the smaller mobs around them too.

Also, in the new system we have no reason to spread our boyz out. I'm thinking of making movement trays where they're all close packed on different levels to be truly a green tide.

I like the overlapping bonuses. This totally makes sense for Ork and I can bet we'll see something like this with Nids too.

 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

So Orks are basically Fearless then? Unless you can inflict dire casualties to their whole army in a single turn.

   
Made in us
Beautiful and Deadly Keeper of Secrets






Mob rule sounds alright, dunno how much its gonna help truck mobz
Run something with better leadership with them like a Warboss or something then.
   
Made in us
Regular Dakkanaut




I don't think 6pt boyz deserve better than a 6+ save, I always happily paid my 4pts to give them eavy armor and a decent save of 4+.

What I think is why the feth should I be excited about occasionally getting to roll for a 6+ save thats bairly ever gonna fething happen or be a available. I'll sooner chuck 14 boyz in the deadpile than roll a fistful of dice cause two might not die, its a waste of fething time and nothing to be thrilled over. Oh but you get to roll 12 dice again on the offchance, oh, no sixes? Yeah their still dead.

What I want to have a better invuln save of some kind are my fething nobz or warbosses but theyll probably be stuck with the stupid once in a game miracle save while they still get fething blendered.
   
Made in gb
Pyromaniac Hellhound Pilot






the 'nearby squad' mob rule makes sense to me. It always seemed a bit weird to see a tiny squad of orks fall back due to depleted numbers when they were next to an entire horde of friendly models

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in ca
Longtime Dakkanaut





 Galef wrote:
So Orks are basically Fearless then? Unless you can inflict dire casualties to their whole army in a single turn.

To be fair, they were before too! While this may totally shield them from minor damage, Mob Rule still leaves them open to dire casualties if you really pummel a squad. If you take a squad from 20 models down to 8, it'll have Ld8 sure, but that means at LEAST 5 more models die, and possibly the rest of them! If you take a squad of 30 down to 20 though, they'll still be okay. If you bring a squad from 30 down to 15, they'll lose d6 models. In essence, it's good, but enough casualties will still cause the unit to disappear.

EDIT: Oh, and they're Orks. They will die in droves. You can guarantee it!

This message was edited 1 time. Last update was at 2017/05/25 17:08:26


 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 Galef wrote:
So Orks are basically Fearless then? Unless you can inflict dire casualties to their whole army in a single turn.


They are fearless when they are a big horde, but I expect them to have ultra-mediocre Leadership, so once they began to take casualties they will drop like flyes, like Tyranids with Synapse.
This creates the tactical play of focusing your fire into a flank of the horde, for example, to destroy them faster.

This message was edited 1 time. Last update was at 2017/05/25 17:11:35


 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
 
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