Reece wrote a faction preview article for Da Boyz in Green over at the Warhammer Community! Read it here.ย
Looks like Orks are getting a boost.
What do you guys think?
Reece wrote a faction preview article for Da Boyz in Green over at the Warhammer Community! Read it here.ย
Looks like Orks are getting a boost.
What do you guys think?
Waaaagh!
This has me really excited. Really great to see that Mob Rule actually works again. It’s very appropriate that you need to inflict HORRENDOUS casualties on a big mob to do anything to it, while small squads are still easier to route. Wish, as always, that you had more room to tell us more!
Yeah, the Boyz stick around a LOT longer than they did.
WAAAAAAGH! (and so forth)
T4 30-40 wound units with a 6+ (even 5++) and another 6+ sound fairly durable this edition, let alone teleporting or charging following charging vehicles that are actually good in combat. Don’t play Orks but it’ll be so fun to play against proper Ork armies again without feeling bad!
I remember how durable my 30+ wounds of 5++ followed by 5+ FNP were in 7th ed.
He spun it as a feature, but make no mistake, weaker feel no pain is still a nerf not a buff.
The current KFF has been nerfed, you’ve got to try and squish 30 boyz within 6inches, which most of the time is just asking to be pie plated off the field. At least in the new edition you’re always getting the new fnp sve and the invul save and at least from whats been revealed no longer do you all have to be within 6inches.
Back to the ways of the old codex!
Yeah, the current KFF isn’t that good, IMO. The amount of Ignores Cover shooting makes it pointless. A 5++ is vastly better.
And, I did not mention either the range of the KFF or if it was models or units, have to wait on that one =)
Well to be fair it is a 5++ right now. The 4th ed codec was cover save.
I would be happy with 12″ range for FRIENDLY UNITS.
Yeah, my bad, was getting editions confused. Haven’t played 7th in a long time, haha
Depends how much you’re paying for it. That said, how strong it is can really only be determined in comparison to the rest of the game. Comparing to a previous edition where everything was different is apples to oranges.
We don’t know how common fnp is now. Though it appears so far to be roughly as common as before. We know a 6+ armor save is more valuable than before if only because Bolters don’t have ap. Flamer weapons will likely hit fewer models (against mobs of 30 boys) than they did before. Blast weapons may or may not.
All in all I’d say there is a pretty good chance based on the information known so far that 30 boys will be more durable than in 7th, though it’s not a certainty.
It’s not FnP it’s a 6+ vs any wounds, so while it’s worse than 5+ it’s also still available against any type of hit, and (if terminology is the same between AoS and Newhammer) that includes mortal wounds. On top of that it’s a 6+ bubble that can effect multiple units not just one. You’re comparing apples to oranges, I’m just saying that judging from what we’ve seen of Newhammer Ork mobs can be quite tough
Oh Troy, you of little faith, lol.
Don’t Dark Eldar me here, haha. Orks are dramatically better than they were, trust me. As an avid Ork player myself, I can assure you, they are vastly better. It would take a lot more space than I had in this article to fully articulate it, but trust me.
And also, as I have said a million times, do not compare things in 8th to 7th, they are different games, it is a pointless comparison. I understand why people do it as that is the frame of reference they have, but it is not an informative perspective at all.
First off, thanks for the article. This is one of the most requested factions.
I mean so much to unpack in here. And plenty to get hyped about.
Meganobs going to 3 wounds! That keeps pace with others. Now to see their movement. ?
I love that Big Choppa change. I had guessed the AP and STR, but that standard 2 damage is great. I think the only thing I hate about is that I need to go dig them out and replace a few klaws. Not all, but some.
I’d still love some clarification on the chainsword/choppa rule. I can assume if a unit is stuck in, it builds attacks. Do those carry over to a different combat? I would guess no, but….
You said the KFF works on units, not models? If that holds true that’s exciting.
The warboss sounds crucial with his buffs. Not swarmlord level, but he shouldn’t be.
Mob rule sounds more appropriate for this edition.
I have a lot more thoughts and feelings about this post, but I’ll stop here before this goes longer.
Oh, ahem, and……
WAAAAAAAAAAAAAAAAAGH!!!!!!!
I was under the assumption that the Choppa/chainsword rule was a replacement for the 2 CC weapon rule that gave an extra attack. So rather than equipping 2 cc, you equip 1 weapon and it comes with that rule attached so that all the relevant information for a combat is located on the same data slate.
I’m really liking how orks look in this edition and how the mob rule incentives large squads which are discouraged for other races due to the new morale rules.
I think bonuses for taking large units will be relatively common, we already know daemonettes and gene-stealers are getting a bonus for larger units and they aren’t exactly a traditional hordey unit ๐
I’m hoping there is some sort of intrinsic bonus for taking above min sized units to counter act the benefit of maximizing the total number of troop units to get more command points.
The leadership bonus is a part of larger unit size for da Boyz, or perhaps you missed that?
Oh I meant for all units in the game that can buy extra models lol. Really curious how the balancing for that was done as it relates to things like…I don’t know, Necron Warrior squads and such. I like big squads and I cannot lie.
What do you mean it builds attacks? Like attacks add on to it as it goes or something? If so, no, it means you get +1 attack it you swing with that weapon. The way melee works with bonus attacks and what not is much different in this edition.
I don’t get how a 6+ FNP instead of 5+ and 5+ KFF save would be a boost from the previous edition. Sure you can try to maximize it by having a lot of units close to each other, but that would prevent flexibility and movement. Also the Waagh is now worse than before. Small units of elite, fast, and heavy support infantry does seem to have more morale issues as well.
Sure there are some boosts as being able to assault from deep strike and infiltrate it seems? Being able to hit first when you assault will is of course be really good. The choppas and big choppas seems to have got better. Getting rid of challenges will benefit the orks as well and not getting instant killed so easily from ordinary weapons. Overall I didn’t really feel like this article was as positive as those previously.
Or you are just being a negative little gretchin.
I, for one, would trust the guys who played the game, and specifically the guy who hasn’t regularely used his Ork army since 5th edition despite sleeping with his Nobz in his bed every night.
Seriously?
We are at the point where a person can’t look at the presented information and wonder if it will really be an improvement?
I respect Reece’s opinion, but we honestly have no idea how many games he played, how he performed, what lists he tried, etc. It’s fine to be skeptical and make your own opinion, especially respectfully.
By the way- the British slang for knob makes your last sentence intentionally or unintentionally hilarious.
I, for one, fully support the Ork post being filled with pointless bickering. That’s dedication to the lore right there.
We need a warboss to knock some ‘eads around…
No way! I’m emphatically against bickering!
“but boss I don’t unda’sand d’eez rulez”
“OI WAIT FO DA RELEASE GIT”
@Ty lolol
We are in the hype phase, scepticism despite a 20 year track record is not allowed. Everything will be awesome, you just have to trust us. Trust is mandatory.
After that comes the 1 year “they haven’t even released all the books yet so you can’t critsize them” phase.
After that it splits into “people just ruin it by playing wrong” (our fandom firmly believes in blaming the player, not the game) and the “if you don’t like stop complaining and play something else” schools of thought. And no crticism isn’t allowed then either.
This is exactly what will happen.
Bottom line is somethings are better
Something are worse
Orks still APPEAR to have issues
I don’t like our lack of mobility in a game that’s still largely about mobility and grabbing objectives especially when matched play is largely still maelstrom and war missions..
I find the nob morale bonus weak
I find the 3in warboss morale bonus TINY
I find the horde version of mob rules better than 7th but I’ve played this version before minus the 6in effect and it had huge problems w small elite units and trukk boys forcing people into a 30 man blob.
I find the 6in waaagh rule a nerf (seriously what’s so broken with army wide waaagh, I’ve played this all last ed it wasn’t that great)
After playing green tide with fearless army wide 5+ fnp, waaagh every turn, spaced out to 2in so not to get hurt by blasts or templates, LoS for characters abd largely underwhelmed at themovement of my army then. I’m underwhelmed by our new take 30 boys to solve all your problems army buff.
The fact characters are a lynch pin to our army and they can’t join units so can’t benefit from da jump. The fact character buffs don’t work inside transports means my lynchpin characters are footing itvin solo units prone to snipes. Youre now pushed into every character on bike just to keep up.
I appreciate the kff is better, doesn’t help enemy units, and unit wide that means I’m going big Mek kff on bike or morkanaut to give my army a save in the shooting phase. The new fnp is weaker a 6+ sv is significantly less then 5+ and it only works on wounds on an edition that’s all about multi wounds not including the fact shooting seems to have doubled on hits on many weapons. I don’t see our survivability as better.
The addition of extra atk w choppa simply replaces the extra atk for choppa slugga boys. The loss of furious charge hurts but I’m stil praying every time orks charge and don’t get charged. The only thing that can possibly save orks this edition is base movement of 8 or you get stuck with a dreadmob or go netlisting with something like:
Warboss on bike
Painboy on bike
Zhardsnark depending on rules
Weirdboy
Manz using da jump
Nob bikers w big choppa
30 boy blob for bubble wrap
Tankbustas or burnas in trukk
Morkanaut w kff
The “only thing that can possibly save Orks this edition…” says the gentleman that has yet to play a single game or read the rules in their entirety, lolol.
Come on friend, you have to see how silly that statement is.
I played a LOT of games with Orks. Lots. I played every single unit in the dex multiple times, I played with foot lists, mech lists, Dread Mobs, bikes, etc. etc. etc.
And the Orks performed ridiculously well, the Boyz especially were incredible. I found myself gravitating towards taking as many as I could, frequently. They’re extremely good.
Oh well, arguing about it is pointless, lol. You guys will see soon enough. But, as an Ork player, I was so pumped. Like Dark Eldar, the core rules changes benefit them massively, and their special rules are excellent. Orks are not only fun to play but very, very good on the tabletop.
Thanks Reecius, I really appreciate you saying that! I just tried to make something out of The information presented in the article. Your response is reassuring enough for me. I have only played orks for the past 5 years and I really want them to still be viable.
They are better than they’ve been by miles =)
The playtesters and some of you folks have the advantage of being able to look at this information with the full picture.
While I imagine it certainly can be aggravating knowing people are getting confused or jumping to conclusions off of snippets, I think that comes with the territory.
GW Gave you guys a blessing and a curse with having that information, I think staying understanding about concerns people have is important. It’s the only information they have, for now.
Yeah, totally. You make excellent points and I like your level headed attitude. It is just annoying as can be when you’re in our position and you’re super excited to tell people a faction that has stunk for ages is now great and they, lacking context, tell you you’re wrong, hahaha.
It’s like painting a nice picture in all red tones and someone saying, I don’t like it because I don’t like blue pictures, lol. It’s hard to even respond as the two perspectives are wildly different.
Totally. I come here for your guys opinion, and I value it.
Honestly speaking here-
1. I trust that you enjoyed the codex and therefore Orks are competitive- i.e. we know you aren’t lying to us to sell minis!
2. The article itself, with what is revealed, doesn’t give the clear path to success as I thought Dark Eldar, CSM, and Tyranids did.
There are huge things we aren’t seeing, of course. Basic Rules and Unit profiles and point values… but from what I do see, I’m a little curious how the orks are going to actually work on the table top. Do I trust that they will? Sure! But the pieces aren’t coming together in my head as much as they are with the other factions.
Fair enough. It’s hard to show things out of context becuase you guys are all thinking about how they compare to 7th, but my head is all in 8th. I have to try and forget the changes to present them in the 7th ed context.
You keep mentioning KFF as no longer being susceptible for ignore cover but you do realize the kff has been an invulnerable save since 6th edition. It hasn’t been a cover save since 5th.
Yeah, oops. Was getting my editions mixed up. But, it’s not super relevant. I was simply trying to simply it’s good in 8th, which it very much is. Comparing it to now is honestly pointless as the game is just different.
The 6+ FnP now affects everything in an aura. So, while the save itself got worse, you only have to take 1 or 2 painboyz instead of 1 per unit.
Plus, with controlling player taking casualties, it will be really easy to keep one unit with a “toe” in 6″ range so the entire unit gets that 6+. Just a single painboy could potentially keep 2-3′ of the board in FnP range as long as one model within the unit stays in range of his aura.
All of the above also goes for the KFF so long as it actually affects *units* within 6″ instead of the previous *models* within 6″ which hugely limited it’s effect for the fact it was so effing expensive.
Also at T4 (presumably) Orks aren’t being wounded on a 2+ till strength 8, same for marines and the like of course but counts for more for hordey units.
That actually does help a lot. Especially given the fact S6 dakka seems to be getting more and more common… T4 got a big boost in survivability against S5 and S6 guns.
Conversely any mid-strength guns S4-S6 (which the orks have a decent amount of) got better against tougher units so it will be easier for them to take down really tough units.
I agree, that is where the Secret is going to be. Since GW gave out Strength 6 like Candy to Eldar, and Tau, making it harder to wound T4 models, and selective wound allocation is our main buff this edition.
Spin won’t make a 5++ invul better than our current 5++ invul or a 6+ FNP better than our current 5+ FNP.
My biggest fear is that Orks won’t have useful movement stats. If they move 4″ it’s still going to awful hard to make use of boyz on foot.
The KFF affecting units not models is strictly better, the 6+ FNP worries me too.
It’s not just FNP it’s a 6+ chance to save any wound, regardless of how it was caused maybe even including mortal wounds (if this operates like the AoS Death Alliagence save as it appears to be). It’s also a bubble effecting all units in range not just one. It may be better or worse, can’t really tell at the moment because it’s so different. But purely in the context of whet we’ve seen that’s a damn good ability on horde units ๐
They stated (maybe on FB?) that some of these “FnP” type saves will work against mortal wounds and some will not. It will be spelled out on the ability itself.
They have the added bonus that they always work against double strength hits since instant death is no longer a thing, but that wasn’t the biggest concern for a giant squad of boys anyways. Not very likely you’re getting cut down by a ton of S8 shots.
Yeah, you guys are catching on to some of the benefits, here. You are getting wounded on 5’s more often, which cuts in half the number of saves you even take.
The 5++ is excellent vs. shooting. Seriously incredible. Ignores cover doesn’t just bypass it.
The 6+ Painboy save, layered in with the above, is a net positive in durability for Orks, trust me.
Orks do not move 4″
I did not mention either the range of the KFF or if it effected models or units. Have to wait and see on that.
But yeah, play the game before deciding if something is better or worse =)
For what it is worth, as an avid Ork player, I am ultra excited with the changes. You Doubting Thomases will just have to wait and see.
While discussing balance and power levels is always fun, doing it without knowledge of point costs will always be ultimately useless.
I am quite happy with the general design behind all the Ork stuff I’ve seen. I really want to see more about Ork walkers though. Also curious how bad ass you can make a Warboss.
The Warboss is great, truly a bad ass again.
Ork Walkers, like all Walkers, are dramatically improved. I mention it in passing in the article but ran out of space.
My Chaos all walker list will see the table in 8th Edition!
The improvement is that you can daisy chain some boyz back to receive the benefit, so you’re not required to be as clumped up as you’re thinking.
Plus if this new fnp sve works like these things do in AOS you’re always getting the save no matter how strong the weapon, unlike now where str 8 is negating the fnp.
The KFF in 7th was almost pointless due to the volume of ignores cover shooting in the game at present. A 5++ is clearly better (at least to me, haha).
Anyway, trying to convince people that something is better when they are drawing conclusions without a complete picture is pretty pointless so I won’t. You will just have to wait and see =)
The kff was an invulnerable save since 6th edition. It was a cover save in 5th. The change in 8th appears to be the fact it now affects units not models in 6in and not enemy units which is a huge bonus.
So the big question I have is do special characters such as warboss, painboy, and big meks with kff confer thier special rules from inside a transport? If not seems like special characters as solo units on bikes will be the go to choice to increase thier footprint and mobility.
Trukks only holding 12 boys and killing expensive units like MANZ on explodes seem suited for units like burnas or tankbustas for quick assaults. Not necesssrily small msu boy squads.
And 3in and 6in AoE ranges are tiny but at least it works on units not models. Still foot mobs are still going To be slow outside of stormboys.
Do nob bikers have 3 wounds? If so nob bikers w big choppas are back!
I can’t answer a lot of these questions, yet, sorry. But, I can say I very, very often was using characters on Bikes, although that is nothing new.
“Also, as there are no more challenges in melee”
Sweet deliverance!
Big one people haven’t jumped on yet.
One of the stupidest and most time-wasting mechanics ever introduced. So glad it’s gone.
Not to mention the legions of challenge only special rules they kept introducing.
Challenges:
An idea so good they had to force people to do it. Make no mistake – the only reason Chaos Space Marines were ever *forced* to do challenges was because they were the first 6th edition codex (technically came out at the end of 5th). And GW needed a way to push the new mechanic on everyone.
Urgh, yeah, good riddance. An ok idea terribly implemented.
Ha! Finally someone noticed that! HUGE change and massively for the better, IMO.
Of all the days to be stuck with a bunch of real world nonsense, it had to be today, the day da Orks drop.
First thoughts:
Yay! My 5th edition weird conga line formations for getting as many mobz in range of the KFF is back baby! 5++ for days! Bonus that the Painboy gives out 6+ FnP as well Combined with the new to wound chart, Ork infantry hordes are now a lot tougher. Consider that a BS4 S5-7 shot has about a 25% chance of dropping an Ork in range of those two. That means 10 scatter bikes should drop only 10 Orks per shooting round. That was true last edition for just ONE unit if it had both the painboy and KFF in the unit, but now it works for everything in range!
The combination of the best parts of the 7th ed book (ere we go) and the 4th ed book (mob rule based on unit size) with some new stuff (the ability to use the leadership of a nearby mob is great for those small specialist units)
The new Waagh ability is different but potentially better as you don’t have to call it at the beginning of the turn and it isn’t a one time use.
There’s been no confirmation on Orks keeping furious charge, but with the changes to the to wound rolls that probably won’t matter.
The Big Choppa is a big winner depending on points. S6 vs S8 is totes worse, but having a reliable 2 damage and -1 save without the -1 to hit penalty seems to really balance it out.
No word on movement rate, but if we assume 6″, then a unit of Orks has a 6″+3.5″+8.32″=17.82″ threat range every turn as long as a Warboss is within range. That’s some turn 2 charge potential. Good stuff.
The movement is a glaring ommission. Early I predicted the boy to drop to a 5′, and I think Meganobs are a dead ringer for 4′. I know transports are supposed to offset this, but I’d really like to see the movement tech orkz get.
The Warboss buff is great so long as he hoofs it with them and doesn’t fall behind.
Wounding Marines on 4s is probably a big deal. Though even if they do still have Furious Charge we don’t know if it would work the same or even if da boys still have the base strength. Something they spoiled had a Furious Charge variation that worked when charging or when charged. That would be nice for melee vs melee match ups. I never liked how dependent Orks were on getting the charge.
I LOVE that units can use the morale of nearby units. That’s even better than the old rule. It means that big units are amazing, but lots of small units (like several units of trukk boyz) also benefit.
I should have seen if I could have gotten the base Ork Boy stat-line in the article to answer some of these questions, but alas, I did not. Not much longer to wait but I can say generally speaking, your Orks hit harder across the board, all the time.
Big Choppas are bad ass.
Orks are not as fast as some armies, but with all of their potential movement buffs (as mentioned in the article) they get across the table with no issues in most cases. Orks were actually borderline overpowering in many scenarios, lol.
Anyway, just wait and see and then play like, 5+ games before drawing any conclusions. Orks rock, I will patiently wait for the rest of the community to catch up in knowledge =)
I am very excite. I prefer resilience to speed anyway lol. Clearly I’m not an Evil Sun.
I have 60 Shoota Boyz, 90 Slugga Boyz, amd 20 Stormboyz all waiting to play! ๐
Well and all the other toyz like my stompa and such.
Rad stuff ahead for sure, but I just want to know if I can play my friggin dread mob…
You can =)
I am having all of my Killa Kans, Dreads, Gorkanaut, and Mega Dread painted as I type this =)
What other ork models are you having painted or otherwise getting ready for no specific reason?
Haha, good question =) I already had a very large Ork collection, but I am also adding in a few Weirdboys and a unit of 10 Flash Gitz =) Oh, and some Weirdboyz, too. As I mention in the article, they’re VERY good!
Thanks! I have been touching up my battlewagons, burnaz, and walkers. Although my flashgitz do need some work….
And I mean in matched play of course
Again, yes.
So… I wonder how well my Ironjawz army consisting of as many Nobz with eavy armor and big choppas will do…
I can’t give specifics but I can say that the above will be quite good =)
This has pulled the breaks on my personal 8th edition hypetrain big time. Of course, knowing that these are just fractions of the complete rules we are talking just about hopes and expectations, that have been lowered for the 8th (from an ork perspective not overall).
Assuming that the Frontlineguys (which are doing a great job) will not be allowed to write an official statement, which has the conclusion “GW was not so successfull with this race”, one has to read a bit between the lines.
I have to say, my interpretation is that actually not so much has changed.
Here we go etc., Painboy, Mekfield… all has changed slightly, but not really in a large extent. Of course the “bubble” on the Painboy und Mekfield is nice. Nevertheless the throw of the Painboy has been lowered.
The waaaghrule if it works permanent, its great. If not, pretty much same thing as in our current codex. As stacking the Mek invurnerable save with the “FNP”-throw of the painboy was also presented as if something “new”, I am nof sure if the waaagh ability has been improved.
In comparison to other “Faction Focus”-Posts there is a lot of reference to the core rules, withholding that 6+ armor save orkz will have to deal with units falling back from close combats.
Moral. Here is the big improvement. Glad they changed it. Probably the most important change…. BUT I ask myself what happens to the bosspole and the current mobrule table… with the information we have now, SPEED FREEKS would have major moral problems…. I really really hope, they took speed freek armystyles into their considerations. As of now, from the listed improvements in this Fraction Focus, speed freeks profit from the changes are bound to quiet a lot “ifs” and “whens”. I hope that GW has not forgotten that due to its history, there are quite a lot speed freeks out there.
And sadly one of the first questions I asked myself has not been answered… due we keep furious charge or get strength 4? The fact that this has not been mentioned seems more like “keeping the bad news from the orkz”. But maybe I am just pessimistic because the rest of the post didnt really get my hopes up…
I agree with you. I’m not saying orks are going to be awful but we are pushed into taking specific builds.
Character abilities don’t work in transports and have tiny 3in and 6in AoEs and lack mibility. So you should take your warboss and painboy on bikes.
The nob morale bonus isn’t good
The 3in warboss bonus is tiny
The best morale help is forced to take a 30 man blob that can’t get in a transport.
So you’re slowly moving around the board or you use da jump and move your blob away from all the special characters that are suppose to make it decent and everyone else that needs the morale.
Trukks are our main transport but now are counter productive to morale and worse for manz.
This army has so many counters to it it’s not funny and they really haven’t had any improvement to assault which they weren’t that good at before. Orks either get the charge or get wrecked. Other armies assault units would either need to take a severe nerfing to make this army work.
I also fail to see how orks can make reliable assaults. Having already played with 6 movement, d6 run, and 2d6 charge w reroll. it wasn’t reliable then or now and this is our improvement. The fact da jump is 9in even w reroll and no running or movement after psychic power. Means you have a ~40% chance w reroll of making that charge.
I’m not seeing this huge improvement
Lol, how in the heck are you making all of these sweeping declarations when you haven’t played the game?
Take a deep breath, wait until you’ve played at least a few times. 7th is gone, stop comparing things you had to what you will have. 8th is totally different, you have to compare units in 8th to other units in 8th, and then judge. Looking at it as a straight comparison between 7th and 8th is as useless as a straight comparison as 2nd to 8th.
Just hang tight. I promise, in the context of 8th edition, Orks are better than they’ve been in years.
You will be mightily pleased as an Ork player, I would guess. Your general durability is up. Your morale weakness it mitigated (which is HUGE for Orks), you generally hit harder (can’t explain why just yet, sorry).
It is a net positive in a huge way for Orkz. However, just hang tight, read the rules, play a few games and all will become clear =)
As a guy that loves to play Orks and has a ton in both casual and competitive environments, I can say that what is coming is a massive improvement. A lot of it only becomes clear though, in the context of the total game and how the core rules and other factions have changed, too.
First of all: Reecius, thanks for making the effort to reply to comments and concerns posted here.
You’re refering to the orkz in general. How do you think will Speed Freeks (specifically boyz in trukks) workout in the new edition? Are they playable? I am a bit worried, that their moral issues are not so much adressed/compensated by the rules due to their small mob sizes.
For what it’s worth characters on bikes looks like the go to choice.
Units in transports should still be fearless.
Transports carrying small elite units such as tankbustas is a boon but a negative for durable expensive units like MANZ and special characters that auto die on a 1 for explodes.
You disembark charge with your new assault vehicle w one cool melee weapons and hope it locks your target in combat and then charge w your tankbustas or burnas.
I’m not sold on 12 man truck boys but I don’t have the full picture.
Like what do boarding planks do?
Is ramshackle back?
Also with speed freaks a lot depends on the stats for buggies, scorchas, trakks, deffkoptas, and the planes none of which we have a clue especially with the rumour of a new model with possibly new options.
I’m hoping my warboss on foot will be solid, though if I need to put him on a bike I can live with it lol.
This may sounds odd but, do we know if it’s possible to spread a unit across multiple transports? 30 boys in three truks could be cool. ๐
We have enough pieces of the puzzle that I think you should know they will be playable.
1. Exploding transports aren’t that big of a deal. Taking a wound on only a 6 means two dead boyz in a dead trukk, big whoop.
2. Trukks are more durable and can go into combat to help mitigate overwatch.
3. Chargers always go first so the little units you throw in will get to swing first at least.
4. I think what Reece is saying without Reece actually saying it is that Orks are M 5 but S4 base.
interestingly enough- all the things you mention are net benefits to orks, net hits to marines. The ruleset as I see it now, is a huge relative boost to orks.
Uh, yes. I was saying just that, everything I’ve seen so far shows me Orks are in the right place.
Yeah I was agreeing with you ๐
Ok I got you and respect all the work you put in. I’m not worried orks will suck just worried about being pigeon holed into specific builds or units. Or having strong counters against ork lists. I will have fun with them regardless and I think the rules will help dread lists a lot.
I tried lots of different builds and enjoyed them all quite a bit. Honestly, Orks were damn near too powerful at first.
Thanks for the positive replies, Reece. I’m sure it’s mightily frustrating being excited about something and trying to share that excitement only to have people get upset without being able to see the full picture.
I have to admit my own reaction to the article was a bit underwhelmed, even a tad disappointed, but I think that’s just because the Tyranids article was so fantastic and exciting (Genestealers will turn your enemies into MEAT CONFETTI! The Swarmlord will beat Knights to death using only his HUGE BALLS!) and I was hoping for something similar for the Orks (Ghazghkull can literally headbutt the board in half!). The article comes off on first reading as just talking about why Ork boyz don’t suck as bad any more, as opposed to talking about really exciting and awesome units/rules. After seeing the Gorkanaut’s stats I was SO EXCITED YOU GUYS and I waited in vain to experience that feeling again reading the Faction Focus article. On re-reading, there’s a lot there to be very happy about indeed.
I expect that the new to wound chart, striking first on a charge (which is going to be HUGE for the Boyz), the bonus attack from choppas, getting to fire sluggas in the shooting phase while in combat, the new AP system, and some of the other core rules will help us out a lot. Would be nice to know if Furious Charge and the bonus attack for charging are still around in some form, but presumably Orks will come with WS 3+ as standard so hitting marines on 3’s and wounding on 5’s (if that’s how it works out) will not be so bad (22.2% chance to wound as opposed to 25% currently with furious charge) but striking first will equate to more dead enemies and fewer dead boyz even with one fewer attack at S3.
Morale mitigation and added durability will be a relief, all in all it looks like the Orks are going to take a lot more subtlety to play effectively than just “line up 180 boyz and run forward until either they or whatever’s in front of them are all dead”. Careful maneuver and timing, mutual support, and applying buffs in just the right combinations will be the order of the day. Meganobz are going to be absolute monsters now, with a ~55% chance to survive a wound from a lascannon (up to 63% if there’s a painboy nearby). Using Da Jump on a big Meganobz unit is going to be just…devastating.
Lol, fair points! I should have asked to include the base Ork Boy stat line in the article it would have helped a lot. I had actually forgotten about some of the core changes that help so much as I had gotten used to them! But, all will be clear, soon. Orks do much more damage on average though, I can say that.
My biggest question is are they quirky fun like previous editions? (Shock Gun, WeirdBoy)
Bring on the Fun!
Waaagh!!!
Orks ate indeed fun ๐
Yay! That is my big love of Orks. Fun even when they lose.
I’m a little concerned about the viability of my beloved Big Mek in mega armor (walking with with a KFF and all that) but I shall wait and see.
5″ move. Slower than pretty much everything not a necron! WTF!!