doubleback
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Posts: 1,262
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Post by doubleback on Aug 28, 2018 15:50:20 GMT -6
Did you fools see those sexy Ork strategems?
Long Uncontrolled Bursts: Flyers get +1 to hit if they target another Flyer.
Get Stuck In: Ork Infantry can Pile in and attack a second time.
Grot Shield: Grots can intercept wounds on a 2+ as long as the grot is closer.
Green Tide: Select an Ork Boyz unit with at half-strength. Pick them up and redeploy them full-strength within 6″ of a table edge and 9″ from an enemy.
Looted: Ork Infantry gain +1 to armor saves if a vehicle is destroyed near them.
Ramming Speed: A vehicle can charge 3D6 and do some mortal wounds when they make it into combat.
Tellyport: A Player can put 20PL worth of Orks and deepstrike them 9″ away from an enemy unit.
If true, Green Tide is absurd, and Ramming Speed makes trucks somewhat viable as a Nob delivery system
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cj
neophyte
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Post by cj on Aug 28, 2018 15:53:41 GMT -6
Would looted count for a unit that was in the vehicle?
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doubleback
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Post by doubleback on Aug 28, 2018 15:56:47 GMT -6
I assume that yes, if I roll a truck into you and you blow it up, then those Orks that survive can benefit.
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doubleback
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Post by doubleback on Aug 28, 2018 15:58:36 GMT -6
Also, the rumored clan rules -
Goff: Each hit roll of a 6 generates an extra attack in combat.
Bad Moons: Reroll hit rolls of 1 in the shooting phase.
Evil Suns: Add 1″ to movement, advance, and charge rolls. Also doesn’t suffer -1 to hit penalties after advancing and firing assault weapons.
Deff Skulls: Units have a 6+ Invulnerable save. In addition, each unit can reroll a single hit, wound, or a damage die each time it shoots or fights.
Freebooters: Freebooters get +1 to hit if a friendly Freebooters unit destroys an enemy unit.
Snakebites: Orks have a 6+++ Feel No Pain.
Blood Axes: Units can fall back and charge in the same turn. They also always count as being in cover.
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doubleback
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Post by doubleback on Aug 28, 2018 15:59:59 GMT -6
Good to see my Deff Skulls got a solid trait
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cj
neophyte
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Post by cj on Aug 28, 2018 16:00:50 GMT -6
I like the idea of ramming speed to get a good unit close, and when the vehicle is dead the unit inside has a better save.
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doubleback
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Post by doubleback on Aug 28, 2018 16:08:03 GMT -6
So far I like the flavor they are creating here. They are rewarding Ork players for insane charges and balls out offensive rushes. Ork's should have a play style that rewards blowing anything up, regardless of who owns it
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zyggy
initiate
Posts: 242
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Post by zyggy on Aug 28, 2018 16:25:49 GMT -6
I'm taking these rumors with a few grains of salt, but assuming they are true...
Most of the clan traits I like, Goff and Deathskulls are right up my alley, and the Evil Suns and Freebooterz traits are *stupid* good. The only one that's really lacking is Snakebitez. A 6+ FNP is effectively useless, regardless of what unit it's on. (Deathskulls invul as well, the salamanders stuff is what makes it worthwhile)
The real stars of the show though are definitely the stratagems. Green Tide is fantastic, more so when you combine it with the Mob Up Strategem. Returning 40-man boyz squad? YES PLEASE!
Tellyport and Ramming speed are just the thing to make deff dreads and gorka/morkanauts actually get where they need to go and not die turn 1, and looted is a great (if situational) way of making boyz squads a little bit tankier.
And of course the ever-amazing "attack again" strategem. Will certainly cost 3 CP like those like it, but for orks it is all too worth it.
Something also not mentioned yet is the rumored "Mekshop" unit (building?) That has every multi-shot weapon near it always shoot it's max amount. Put it with a row of Mek Gunz with Kustom Mega Kannonz, and you have a wave of S8, AP -3 D3 Plasma hitting on 4s. Absolutely PHENOMENAL. If it also applies to infantry and not just vehicles, the same goes for making Lootas much more consistently amazing as well.
Overall, some huuuge quality of life improvements for orks. If all the strategems and warlord traits are like this (And we get a lot of point cost slashing), this codex will be COMPLETELY worth the wait!
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doubleback
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Post by doubleback on Aug 28, 2018 18:18:15 GMT -6
I think these are all pretty reasonable now, but without the context of the larger codex I guess that will remain to be seen. I love my green boyz, but if we start seeing some major point drops across the board the Orks could get real unbalanced real fast.
Conversely, at the current cost half our units are overcosted to the point of being useless, so I do expect to see some trimming.
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zyggy
initiate
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Post by zyggy on Aug 29, 2018 23:26:48 GMT -6
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doubleback
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Orktober
Aug 30, 2018 6:19:44 GMT -6
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Post by doubleback on Aug 30, 2018 6:19:44 GMT -6
Now I will have three bike war bosses, and it hardly seems like enough...
I am basically putting all my Death Guard projects on hold and dusting off/finishing up my Orks in preparation for the destruction of my wallet
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Post by kingwalnut on Aug 30, 2018 6:43:26 GMT -6
That Dakka Dakka Dakka rule is nuts! Am I reading this right? If a Loota rolls a 6 for number of shots, they get to roll a d6 again for even more shots?
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doubleback
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Orktober
Aug 30, 2018 7:26:32 GMT -6
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Post by doubleback on Aug 30, 2018 7:26:32 GMT -6
If by more hits, you mean you roll one additional die for each successful hit, then yes. If you mean you re-roll to determine the number of shots again, per the Lootas madcap D3 shooting rule, then no.
I mean this isn't going to make Orks a ranged army. Most of our shooting is still weak in terms of strength, and still tends to hit on a 5+ at best, a 6+ normally. What this does do is make Ork ranged attacks at least viable, where up to this point in 8th I can't think of a single ranged unit that was worth it's points.
It also goes a long way towards fixing the two easiest ways to currently completely shut Orks down; that being screens and literally any flying unit in the game.
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Post by kingwalnut on Aug 30, 2018 9:31:26 GMT -6
I know Ork shooting will still be not great, but it's a good army wide rule. I am also a fan of the leaked clan traits in synergy with this.
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doubleback
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Post by doubleback on Aug 30, 2018 12:01:36 GMT -6
Oh yeah, I think there is a real chance, if what we've seen is correct, that Orks will be a very competitive army. I am cautiously optimistic for the first time in a while
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