doubleback
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I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 15, 2018 18:35:34 GMT -6
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Post by kingwalnut on Oct 17, 2018 9:22:27 GMT -6
On Reddit right now. Quality is shit, but it's something. @ those Shokkjump Dragstas: "Where We Goin', wez don't need no roads"
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zyggy
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Posts: 242
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Post by zyggy on Oct 17, 2018 10:37:22 GMT -6
www.warhammer-community.com/2018/10/17/17th-oct-orks-da-vehiclesgw-homepage-post-3/ AHHHHHH ACTUAL RULES HOLY SHIT IT'S HAPPENING!! OK OK ok ok, calm down. Let's go through these bits one by one. The wartrike giving all bikes AND vehicles the Waaagh rule is awesome, though on the walker front I feel like only the gorka/morkanaut and stompa are actually big/fast enough to take advantage of it. Still a welcome addition though. The few info drops here on the Mekkatrakk Skrapjet are juicy. The fact that the rokkit kannon has 2D3 shots shows that GW is taking more dakka to heart and giving ork heavy weapons the number of shots they need to reliably hit something with their BS. Also the nose drill is pretty cool. The Boomdakka Snazzwagon seems to have agnerous compliment of solid weapons, particularly the Mek Speshul gun having 9 shots (See my statement on the Rokkit Kannon above) But the REAL star of the show is the Billowing Clouds rule (DEFENSIVE STUFF FOR ORKS, WHOODA THUNKIT!?) And that it blows up on a 4+ to really bring home that orky vehicular goodness. Reminds me of an Orky Bloat Drone. The Rukkatrukk Squigbuggy (Easily the best named one of the lot) has so many variable options which gives it some great versatility. Giving it a mine launcher is also really great, though if the leak is to be believed each Squigbuggy can only lay one mine per game, which seems super limited and means you'll need to bring multiple buggies (Not that you wouldn't anyway) to make it effective. The Kustom Boosta Blasta is perhaps the most melee-oriented new buggy in that it has 4D3 burnas, decent melee options and a grot pistol for some inexplicable reason. The Rivet Kannon being 36" almost seems out of place on it, but I'm certainly not going to say no to an assault 6 AP-2 autocannon. The Shokkjump Dragsta: WINNER, HANDS DOWN, THE LEAKS WERE REAL PRAISE GORK AND MORK, SLAP MY ASS AND CALL ME SUZY! An orky Delorean with a BS 3 ASSAULT 2 PLASMA CANNON that deals mortal wounds on 6s! And since this confirms the leaks, it's also T6 14" movement and 8 wounds!! This unit right here is a solution to almost every problem the orks currently have, it can get anywhere it needs to go turn 1 and it's reliable anti-vehicle. The only thing that MIGHT prevent it from being an instant take is it's point cost, but if the rumors are to be believed and each one is 100-120 points, that is WELL WORTH IT! I'm picking up a squad of these beauties ASAP! So what can we take away from all these (NOW OFFICIAL) rules? Well, it means GW recognizes orks need more dakka, and have given it to them. They have given at least one surefire method of shoring up the orks slow, fragile, overcosted anti-vehicle weakness, AND they've hinted of giving the index at least a little more of a method to get into melee where they are most effective. This is an EXCELLENT first look at the codex, and if they've redesigned the old units anywhere near the same way they've done this new one, the codex is going to be GORKDAMN AMAZING!
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Post by kingwalnut on Oct 17, 2018 11:53:17 GMT -6
zyggy so what you're saying is you are definitely getting a Shokkjump Dragsta or two?
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zyggy
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Posts: 242
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Post by zyggy on Oct 17, 2018 12:17:19 GMT -6
Or 3. Or 6.
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doubleback
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Posts: 1,262
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Post by doubleback on Oct 17, 2018 16:54:30 GMT -6
These not exploding on a 2+ is bullshit... But otherwise I am quite happy. I am getting excited for Orks, and will be pre-ordering the box.
I am very interested to see how our old units gate in the codex
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Post by Nick P on Oct 18, 2018 7:24:44 GMT -6
These not exploding on a 2+ is bullshit... But otherwise I am quite happy. I am getting excited for Orks, and will be pre-ordering the box. I am very interested to see how our old units gate in the codex I can almost guarantee they have a stratagem like the Knights have to essentially guarantee an explosion if you want it lol So far these leaks are looking super strong - I've been seeing people on the Warhammer Competitive subreddit talking about how the early money is on Orks being a top tier, tournament winning level codex, which would just be insane and amazing! I hope this means we see more of them - and more varied lists outside of green tide!
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 18, 2018 7:47:34 GMT -6
The skar boys strat looks solid... However the Ard' Boyz strat appears to be a pointless waste as written. Overall though this is solid.
Seeing the trike, do we still think there will be a regular bike boss as well? I love my FW model...
I am a little sad to see the big guns go, as I've aquired quite a few of them. Lobbas en mass were actually fairly cheap and effective as both a back field deep strike block and as a way to soften up screens. Mech guns are stupid expensive alternatives.
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Post by Nick P on Oct 18, 2018 7:57:00 GMT -6
Yeah the metal/finecast stuff going away is the lone downside of the codex release, but the good news is you get to still use the index rules if you want, so you can absolutely still bring them.
I'm 99% sure the forgeworld warboss is OOP now, meaning it doesn't have official rules, so I think the trike is your lone option other than the index options. I imagine the FW warboss is basically the same size as a trike though, so you can basically plug and play it however you want.
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zyggy
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Posts: 242
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Post by zyggy on Oct 18, 2018 9:31:34 GMT -6
The disappearance of big gunz is a little surprising if true, though it doesn't really effect me much since I don't have any and they were generally a points filler if I brought a battlewagon. Mek Gunz may be more expensive, but Kustom Mega-Kannons are pound for pound better than any other big or mek gunz weapon and in the index are second only to Tankbustas in ork anti-vehicle.
'Ard boyz strategem makes me very, VERY sad. I can vaguely understand why they made it 2 CP, buy Why they made it a 5+ instead of 4+ like every other edition prior is completely incomprehensible, there's little to no point in taking it. I suppose if you're going second turn you COULD combine it with the cover strategem for the 4+, but that's a whopping 4 CP Before the game even starts, that's half of any average ork army's CP in a 1500-2k point game.
Skarboyz strategem is fine, though you need to be extremely careful what squad you pick lest your S 5 boyz squad gets wiped turn 1 by autocannon fire.
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doubleback
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I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 18, 2018 11:53:18 GMT -6
I mean they are actually expensive... In real dollars. Pound for pound they may be the highest dollar to point cost currently.
Fielding a full back line of them requires a second mortgage.
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zyggy
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Post by zyggy on Oct 18, 2018 11:54:47 GMT -6
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Post by kingwalnut on Oct 18, 2018 13:45:12 GMT -6
What the Waaagh are those prices on the Mek guns?!?!? Definitely a time for Mr 3rd Party to make an appearance
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 18, 2018 15:22:36 GMT -6
Yeah that gets you essentially one free when you buy two, which is better than the $130 alternative
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 18, 2018 15:23:27 GMT -6
What the Waaagh are those prices on the Mek guns?!?!? Definitely a time for Mr 3rd Party to make an appearance My sweet summer child.... Those ARE the cheaper 3rd party alternatives
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