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  1. #1

    Default Codex Orks - Informed discussion.

    Afternoon all.

    Just picked up Codex Orks, and we don't seem to have a thread dedicated to discussing what we now actually know.

    If you haven't got the book, feel free to ask questions. But please, don't depend on rumours to answer questions. Use the Codex for that.

    So, first up, the layout.

    It's somewhat shinynewdifferent. The formal army list section? Gone. The unit description section? Gone. Instead, they've been amalgamated into one section, showing the points, upgrades, FoC slot and the fluff for the unit. Bit jarring, but then it is the first of the 7th Edition Codecies, so we best get used to it.

    Then we have further oddities, such as Boss Snikrot. He's available as a stand alone Elite slot, but if you have a unit of Kommandos in your army, you can take Snikrot without expending a second Elite slot.

    And that's not all. Meks and Big Meks are separate HQ slots. Meks are a piffling 15 points each, and the same stats as a Nob. You can take them as your HQ, but you can also one Mek for each other HQ (excluding other Meks, but not Big Meks) without using up an HQ slot. They must be assigned to Artillery or Infantry, immediately after Warlord Traits are determined - This means you select their unit prior to deployment beginning.

    Badrukk, Zagstruk and Mad Dok Grotsnik are all HQ choices now.

    Fast Attack changes? You can now take Trukks as separate slots. Which is....interesting.

    Now, we have lost two Special Characters....at least.....sort of. Zogwort is gone, gone gone. Completely gone. Not in the book.

    Wazdakka....well, he's the sort of. He himself is not in the book, which is disappointing for those players who converted one up. But wait! I said 'sort of' gone. You see, turn to page page 100, and we find Gifts of Gork and Mork. And amongst them? Warboss Gazbag's Blitzbike. 35 point upgrade, and it's basically Wazdakka's bike, more or less. 18" Turboboost, instead of 12" (vroom!), and gets +1 cover save when doing so. Also has Kustom Dakkablastas - 24", S6, AP3, Assault 3..... So we can still field Wazdakka, after a fashion!


    And those Gifts of Gork and Mork are not those shown in the rumour thread - seems that page is from Waaagh! Ghazghkull.

    Other items?

    Da Finkin' Kap - Grants an additional Warlord Trait from the generic ones in The Rules.

    Blitzbike - As above.

    Da Lucky Stikk - It's Makari's old banner! Old, because Makari is confirmed dead. Ghaz went and sat on him. It's a Bosspole that grants +1 WS, and gives you the option to re-roll any and all To Hit, To Wound or Saving Throws. ANY. No limit. However, if 3 or more of these re-rolls generate failures in the same turn, the model is removed as a casualty, with no saves of any kind allowed. Pretty nice if you like pushing your luck!

    Headwoppa's Killchoppa. +2 S, AP5, Melee, Rending, Two Handed, and Decapitating Strike (any 6's to wound have Instant Death)

    Da Fixer Upperz - Special Mek tools. Instead of shooting, on a 3+ a vehicle in btb with the owner can gain back a hull point, fix a weapon destroyed, or fix an immobilised. Fairly useful!

    Da Dead Shiny Shoota - 18", S4, AP6, Assault 6, Twin Linked, and Stray Shot - For each missed shot, roll a D6. On a 1, a friendly unit within 6" of the target, chosen by your opponent, suffers a S4 AP6 hit. Opponent can't choose the owner or the owner's unit.

    Bit of a mixed bag there.

    Right, enough waffling from me. Next poster please!
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  2. #2

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    Just found something interesting under Tankbustas....

    They're now free to target whatever, whenever, rather than having to go for Tanks. And they gain 'Glory Hogs'. A very situational rule, but potentially quite game winning. In short, if Tankbustas score 'First Blood' for you, and do so knacking a vehicle, you gain double the victory points. Not something I'd exactly bank on as a strategy, but a pleasing bonus all the same.
    Fed up for Scalpers? https://www.facebook.com/groups/1710575492567307/?ref=bookmarks

  3. #3

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    Actually 'Da finkin' kap' is a little more specific than that, it's the 'Strategic Traits' you get one from.
    Zagstruk you didn't mention he gets S8 AP2 Hammer of WRath, which is pretty cool.

    There seems to be a lot of point drops too, Grots/Trukks/Deffkoptas all wend down by 5 points. Trukks appear to be Fast Attack (like buggies/Deffkoptas they have a Lightning strike icon).
    Astra Miliwotsit? You're in the Guard now son....

  4. #4
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    Im not sure on the layout. Sure its nice to have all the units rules in one place with points. But flicking back and forward between all pages to write a list is a lot more awkward. And if you dont know the emblems for the FoC slots you wouldnt know. I missed it to begin with. Also i miss original coloured artwork from the other dexs. The photos arent quite the same

    Overall i like the dex. Rules seem decent
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  5. #5
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    Quote Originally Posted by DrLove42 View Post
    Im not sure on the layout. Sure its nice to have all the units rules in one place with points. But flicking back and forward between all pages to write a list is a lot more awkward. And if you dont know the emblems for the FoC slots you wouldnt know. I missed it to begin with. Also i miss original coloured artwork from the other dexs. The photos arent quite the same

    Overall i like the dex. Rules seem decent
    wait, there is NO artwork in the new dex?
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  6. #6

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    Nope.

    Overall, I enjoy the Codex, a lot easier to make army lists from.

    Did any of you notice the Ork specific Force Organisation Chart?

    3 HQs
    9 Troops
    3 Elite
    3 Fast Attack
    3 Heavy Support
    1 Lord of War
    1 Fortification
    Red like roses, fills my dreams and brings me to the place where you rest...

  7. #7

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    I for one am absolutely furious with this book. It was pretty widely accepted that orks had been laboring quietly under a lot of rule-based nerfs for a while now, and were in desperate need of a boost to compensate for a playstyle that didn't really pay big dividends under 6-7th.

    Instead it seems that to go along with a few gimicky new toys what they got was nerf after bum-tearing nerf. Every time I pick up the book I notice something else that lost a rule, an option, or was hiked in price. And the entire time I'm thinking, but this book was already desperately behind the power creep, why the hell did they need to nuke that as well?"

    Just to name a few wtf moments: mob rule changed to be a basic ld test or orks either kill eachother or simply run off if the unit doesn't have a character or enough models, killa kans increased 15 pts and given a rules that makes them test or be shaken, cybork nerfed to a 6+ fnp and only avaiable to a few nobs and characters, kff made to affect only the actual models within 6" and no longer extends from vehicles, weirdboys generating extra warp charges for being within range of ork units but then being forced to pass a ld test on 7 or take str 2 no save wounds, painboyz removed as unit upgrades and made into a single HQ choice, shoota boys going up a point in cost, gretchin losing all special rules now being super low ld unit. Burna boyz increased in cost, tank hmers getting nerfed, nobz lost cybork and painboy options, mega nobs still useless, ramshakle rules downgraded to only reduce pen to a glance on 6, stormboyz lost their extra d6 move boost, dakkajet loses shots, bikers lose exhaughst cloud cover save for a lame +1 when turbo boosting, zzap gun nerfed again to kill more crew when rolling too high, deff-rolla made into a normal ram that does only 3d6 hits when used against a death or glory, gork-morkanauts fairly useless, lootas moved to heeavy slot, flash gitz lose armor and ignore cover for a 3 pt drop a couple exta shots and a +1 bs when sitting still, flash gitz also lose painyboy, cybork options, and gun upgrade options while going to a larger base, ghazghkull moved to a lord of war.

    This is just a quick list off the top of my head. Overall a myriad of nerfs and sideways moves with nowhere near enough improvements to even compete with the old book.

    The format of the book itself is also terrible. Every unit entry includes a massive color picture of models we've all seen a thousand times before, with a much reduce fluff entry and a smallish composition section which literally amounts to "go to page such and such", leading players on a bouncy romp through the new book every time they want to know what's going down with the nerfs. I'd say the new book is about 3/5th silly whitedwarfesqu picture gallery of the common dribble we've all seen a thousand times before. Don't expect much new artwork.

    All the things people wanted out of a new ork book just aren't here, and in fact they're losing much of what they liked about the old one.

    In my opinion this is the worst book GW has ever produced, and the first time a brand new codex update has started off on the bottom of the pile in everything from power level to layout. As a ork player for more than 20 years, I'm shocked, insulted, and infuriated by this new so-called "ork" book.

  8. #8

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    Uberbeast, I feel your pain. Basically they have decided upon a different way for you to play Orks. Ideally it involves the "Fungus Mungus" where you go buy (9) Troop units (maximum size preferred) and tear at the opponent. That is what they want you to do. I'm not being sarcastic, negative or "hating." I've analyzed the book and the different builds that are likely to have a decent chance in the current META and my theoryhammer says if you go pure Ork you are going to have to shovel bodies at your opponent. You can get around this, over course, by careful use of allied detachments, but if you mean to be an Orc-core army, you might as well accept now that they have rigged it that your best chance is in numbers and more numbers. Myself, I could never work with an army like this. I might collect some key Orks units via barter for a nice, effective allied detachment. In that aspect, I think Orks shine.

  9. #9

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    I'm really on the fence with the new Dex.
    I'm a KOS player and the changes for me are 50/50

    On the one side, most of the specialist units have gone down in price (Tank bustas, storm boyz, nobz, lootas etc) and we got a bunch of new wargear options.
    Trukks are cheaper as well.
    Boyz have extra movement to get into assault across the board.
    Over all my standard Ork armylist (A KOS list) has gained back almost 100 points due to these changes.


    One thing I noticed is that the games designers seem to have noticed that alot of Ork weapons like the rokkits and stikkbombz were effectively worthless, but instead of making them better they effectively made them free (same cost as the std big shoota, free stikkbombz). The old staples of Lobba, Kannon and Zzap are unchanged (and still complete garbage).

    The psyker has been fixed and updated, Adding Tank Hunters to the Tank bustas should have been done 2 editions ago along with other clarifications and minor changes to adjust the Orks for 6th ed (yes 6th ed, remember the old dex was written for 4th)

    What I'm not particularly happy about is that my biggest demand for Orks this edition was to add staying power in assault and we've gotten the exact opposite.
    We've lost our inv saves (even if a 5+ wasn't great to begin with) the 'dirty' saves on the bikes, and the KFF has been nerfed pretty hard.

    The statline for the Orks hasn't been changed to compensate, still Ld7, no extra wounds or high T for characters.
    They should have made Eternal Warrior a standard rule for Orks, then I would have excepted the loss of the inv saves for a fluffy solution.

    The new ramshackle rule is ok, but the biggest change for me is the boyz now have to take str 4 hits on an explosion instead of str 3 and THEN have to take an extra potential D6 wounds from failing ld 7 if they don't run away outright for having less than 10 models in the squad.

    The changes to the Mob rule are just INSULTING.
    They basically pigeon holed the Ork army into only playing with 30 man boyz squads that can partially shrug off the extra wounds from Mob Rule.
    They're forcing us to take characters in all of our squads otherwise the first time a basilisk shell lands on a mob it will have to make a LD 7 test and have a 50/50 change of running off the board!

    If you play hoard, it's pretty bad for you. If you played KoS it's basically a big F*** Y** from games development.

    All the units we used to rely on heavily like Killer Kanz and Nobs have been nerfed.

    Force fields and Pain boyz are now mandatory because it's the only way boyz will survive long enough.


    It really feels to me like this codex was written by a marine or guard player thinking "My idea of an Ork army is lots of boyz and that's the only way they should be played. And I don't like that I can't kill boyz quickly enough so I'm going to take away everything in the army that has an semblance of staying power so they are forced to take more boyz. I thought about talking to some Ork players to get there opinions, but then I decided against it and asked my fellow marine players there thoughts instead."

    Really overall my feeling is that this is a big FAQ on the old codex along with a few new toys.
    The kind of FAQ we should have gotten 3 years ago or on the release of 6th edition.

    I'm kinda holding out for KoS dataslate that may fix a few things, but I'm not holding my breath.

    I kinda get that feeling that we may have gotten nerfed overall, but I can't really believe it because we were in such bad shape to start with I didn't think that was possible...
    Last edited by DarkAlman; 06-28-2014 at 07:56 PM.

  10. #10

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    Quote Originally Posted by Caitsidhe View Post
    Uberbeast, I feel your pain. Basically they have decided upon a different way for you to play Orks. Ideally it involves the "Fungus Mungus" where you go buy (9) Troop units (maximum size preferred) and tear at the opponent. That is what they want you to do. I'm not being sarcastic, negative or "hating." I've analyzed the book and the different builds that are likely to have a decent chance in the current META and my theoryhammer says if you go pure Ork you are going to have to shovel bodies at your opponent. You can get around this, over course, by careful use of allied detachments, but if you mean to be an Orc-core army, you might as well accept now that they have rigged it that your best chance is in numbers and more numbers. Myself, I could never work with an army like this. I might collect some key Orks units via barter for a nice, effective allied detachment. In that aspect, I think Orks shine.
    I actually have enough orks to play any playstyle, close to 20k points of them. I don't see even spamming max size units as viable thanks to the new mob rule. It wasn't viable before the nerf, it's certainly not going to magically start working now. All I expect to see of giant mobs of boys is them scrambling about in eachothers way, dying in record numbers thanks to low leadership and extra wounds, and then being retired in favor of unbound lists that spam the one or two things that the powergaming crowd decides work well in some bizarre allied detachment frankenlist.

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