doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 24, 2018 14:08:19 GMT -6
I'm overall quite optimistic about the codex
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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 24, 2018 14:41:24 GMT -6
Let me also be very clear
If they screw with my Gargantuan Squiggoth in any way which lessens its playability I will burn that entire place to the god damned ground. Right now that thing eats a knight a turn, and the look on their stupid, stupid faces when it does is more precious to me than the survival of Games Workshop as a business.
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jesse
neophyte
Posts: 732
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Post by jesse on Oct 24, 2018 15:25:55 GMT -6
I'll see what the codex reviews look like this weekend, hopefully Tabletop Tactics does a rundown, since theirs are usually really solid. Might end up picking up Orks *if* I can do a decently elite version of the army so I don't have to paint more than like 20-30 models, hopefully bike or vehicle heavy. Nick's thinking about starting the new 40k army being released? Shocking.
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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 24, 2018 17:00:36 GMT -6
Tellyporter could also be used for meganobz. Dropping some crazy Ork melee terminators in the back field would be entertaining and cause sooner panic with ere we go.... plus I haven't touched those models since 7th Oh god yes, Meganobz could actually be useful again! I mean, they still might not get invul saves which is frigging terrible, but at least they could actually go anywhere without relying on or their pathetic 4" movement. I'll see what the codex reviews look like this weekend, hopefully Tabletop Tactics does a rundown, since theirs are usually really solid. Might end up picking up Orks *if* I can do a decently elite version of the army so I don't have to paint more than like 20-30 models, hopefully bike or vehicle heavy. If the rumors of buggies being 100-120 points are true, that definitely seems viable now. Assuming you're ignoring a battalion for CP, you could make a 2k outrider detachment consisting of at most 5 units of buggies/bikes, a battlewagon with nobs/meganobz if you don't just deep strike them, and a deffkilla trike boss for a fast, hard hitting elite army. I refuse to believe in the viability of an Ork army without at least 90 Boyz. It's morally wrong.
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zyggy
initiate
Posts: 242
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Post by zyggy on Oct 24, 2018 18:14:40 GMT -6
I refuse to believe in the viability of an Ork army without at least 90 Boyz. It's morally wrong. Oh I agree, but 'ez but a runty git just muckin' about with orks. Gotta cut 'is teef on some good speedy choppin 'fore he gets proper orky.
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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 24, 2018 20:59:15 GMT -6
Plus if I'm going to paint 90 Boyz (each one unique because I'm mentally ill) then you bet your ass I'm putting them on the table
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Post by Nick P on Oct 25, 2018 8:23:38 GMT -6
I'll see what the codex reviews look like this weekend, hopefully Tabletop Tactics does a rundown, since theirs are usually really solid. Might end up picking up Orks *if* I can do a decently elite version of the army so I don't have to paint more than like 20-30 models, hopefully bike or vehicle heavy. Nick's thinking about starting the new 40k army being released? Shocking. Hey at least I know there's a market here for cheap half painted orks if it doesn't work out
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Post by kingwalnut on Oct 25, 2018 8:32:42 GMT -6
Even I feel the temptation to start an Ork army. Luckily, I just have to stare at the pile of space bugs in my closet and remember I don't need another horde army
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Post by kingwalnut on Oct 25, 2018 8:54:43 GMT -6
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zyggy
initiate
Posts: 242
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Post by zyggy on Oct 25, 2018 9:24:27 GMT -6
Nothing we didn't already know from today's GW page I'm afraid. That said, Evil Sunz still have probably the best Clan trait of all of them, especially if they're still giving most ork infantry 5" movement. +1 movement, advance and charging, and ignoring the assault penalty is pound for pound the most helpful thing any ork unit can have, barring invul saves.
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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 25, 2018 9:33:28 GMT -6
I was just about to mention the 6+ invul. Do not denigrate my Death Skullz.
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zyggy
initiate
Posts: 242
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Post by zyggy on Oct 25, 2018 9:44:07 GMT -6
I was just about to mention the 6+ invul. Do not denigrate my Death Skullz. Speaking as someone who also plays Deathskullz, relying on 6+ anything is like driving down the highway blindfolded. You *could* get phenomenally lucky, but 90% of the time you're going to die. A 6+ invul is technically better than nothing, much in the sense that finding a penny on the street is. It's not going to help you, but you know, good for you.
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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 25, 2018 9:52:27 GMT -6
I am still seeing a mixed clan force as the best option. Ram a few vehicles and transports in for a possible first/second turn charge, throw some deep units into the backfield second turn with tellyporter and Da'Jump, then let that chaos give cover for your 90+ boyz to roll in like a tidal wave, and just drown everything in attacks.
The real value is now you have some tactical flexibility. I remember a player who could just throw a few of those bastard guard flame tanks out front whenever he knew we were going to play, then put Yarrick in the back with artillery and there was basically no way to beat it with Orks as long as he spaced units properly. With some of these new tools that would be far less effective now
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zyggy
initiate
Posts: 242
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Post by zyggy on Oct 25, 2018 10:00:48 GMT -6
Oh yes, GW is determined to make soups a necessity for everyone, and that includes the standalone armies through clan/chapter traits. Not a fan of it, but that appears to be the way of things.
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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 25, 2018 10:05:08 GMT -6
I was just about to mention the 6+ invul. Do not denigrate my Death Skullz. Speaking as someone who also plays Deathskullz, relying on 6+ anything is like driving down the highway blindfolded. You *could* get phenomenally lucky, but 90% of the time you're going to die. A 6+ invul is technically better than nothing, much in the sense that finding a penny on the street is. It's not going to help you, but you know, good for you. Are you suggesting that you don't drive blindfolded? How do you get to work? Granted my experience is anecdotal, and not a complete apples to apples comparison here, but when I combined a force field with a Doc I could usually get a surprising number of boyz into combat through direct fire. The problem with that strategy was the cost, which the 6+ help to mitigate (at the cost of a +1 to the save). For the cost of those two mech bikers with KFF I can throw another 30-50+ boyz into a list though, and with Mob Up I am way less concerned about my opponents ability to shoot a group down. I am not saying Death Skullz are the best option here all the time, I think it depends a lot on the list you are running and how fast your boyz need to be in combat, but I do think that both Goff and Death Skullz are also solid choices. It all kind of depends what buffs/force multipliers you are trying to stack.
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