zyggy
initiate
Posts: 242
|
Post by zyggy on Oct 25, 2018 10:10:30 GMT -6
I can certainly agree on anecdotal evidence, though it's gone very differently in my case. Using a KFF and Painboy I often considered a squad that saved 4-5 boyz before dying to be lucky, which obviously isn't much at all.
I'm definitely still planning to make a goff-deathskullz army, though in the deathskullz case it's more for the leaked one-die re-roll per squad than the 6+ invul.
|
|
doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
|
Post by doubleback on Oct 25, 2018 10:15:14 GMT -6
Yeah, not spectacular on Boyz, but on the right unit that reroll is absolutely murderous.
RIP 7th ed Lucky Stick
|
|
|
Post by kingwalnut on Oct 25, 2018 10:16:32 GMT -6
I will weigh in and say that I agree that a 6++ doesn't end up meaning a lot. It definitely saves some, but isn't terribly effective. My genestealers have a 5++ and they still get pulled off the table by the fistful when I am facing most armies. That rumored re-roll per squad for Deff Skullz would be really nice though
|
|
doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
|
Post by doubleback on Oct 25, 2018 13:00:58 GMT -6
What defines something in this army as a "speed freak" specifically? Is it a key work on certain vehicles?
|
|
zyggy
initiate
Posts: 242
|
Post by zyggy on Oct 25, 2018 13:11:33 GMT -6
Yup! Bikes, buggies and koptas specifically, according to GW's page. Trukks and wagons are not included according to one of their Facebook responses.
|
|
doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
|
Post by doubleback on Oct 25, 2018 14:03:06 GMT -6
Ok, so troops just get the 1/1 bonus to movent if they are Evil Suns. 2/2 would probably have been to good to be true...
I guess I would need to play this out a bit and see how often 5 inches makes the difference between a turn 2 charge and a turn 3. I don't like it, but I might be on the wrong side here, 5 extra inches in 2 turns isn't insignificant
|
|
|
Post by Nick P on Oct 25, 2018 14:56:49 GMT -6
5 extra inches isn't insignificant Nice
|
|
doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
|
Post by doubleback on Oct 25, 2018 18:30:38 GMT -6
Thank you, I felt really good about that
|
|
zyggy
initiate
Posts: 242
|
Post by zyggy on Oct 26, 2018 9:45:51 GMT -6
www.warhammer-community.com/2018/10/26/26th-oct-clan-fokus-deathskullsgw-homepage-post-2/MY METAL BOYZ! So the clan trait is actually better than the leaks led us to believe! Not only can you re-roll one die for every hit, wound and damage roll per squad, but all deathskull units get objective secured. That's not too shabby at all! Oh and the 6++ is there too. The wreckers stratagem is definitely awesome for dealing with vehicles, and the stikkbombs stratagem gives us that fancy grenade spam ability that the guardsmen get. Nice! Regarding the Loot it! Strategem though... it sounds great on paper, but since getting enemy vehicles dead that close is unlikely, it means take a dread next to each of your infantry squads to take advantage of when it dies. The part about lootas possibly refunding it if they're the ones within 3". Lootas... shouldn't be within 3" of ANYTHING, let alone vehicles. They're long range heavy weapon platforms, they have a 6+ armor save, and they're bad in close combat (relatively for orks). The only possible way this could happen is if GW has either totally overhauled how lootas work, or someone at GW used a deep striking dread that failed it's charges often enough that GW thinks this is a common occurrence. That said, if the planets align for it to happen, a 5+ boyz squad or 3+ Nob squad for 1 cp are both nice things. Just a shame GW assumes it happens enough that they're making the 'ard boyz strategem so bad. Overall though, definitely liking Deathskulls. Will definitely use them for my spearhead detachment, and may even use them for my battalion units for all the utility it gives.
|
|
zyggy
initiate
Posts: 242
|
Post by zyggy on Oct 26, 2018 14:06:17 GMT -6
Some sad news unfortunately. Warhammer's Twitch channel just had an Orks versus Knights where they showcased the new stompa as well as revealing it's new points cost. Keep in mind the only changes to the ork stompa is the Grot Rigger Krew, the S20 close combat weapon, and it's ranged weaponry each getting an extra D6 or 2D6 shots
The final stompa price with all (read: default) gear is...
892.
A measly 81 point difference from it's original price of 973
This is terrible. It's still worse than a basic knight, and still costs 250 points more than a Castellan. And then they were visibly surprised on stream when the Stompa got it's shit kicked in.
Damn. That's just depressing. Stompa's still not worth taking.
|
|
|
Post by Nick P on Oct 26, 2018 14:22:42 GMT -6
Oooof, yeah that sucks. Its like they don't know how to make it balanced considering the morkanaught/gorkanaught is supposed to be the knight equivalent, so they need to make the stompa more expensive and more killy but they don't know how to do it in such a way that it is still usable in normal games. Or the intention is that its only ever really an apocalypse thing, which kinda sucks.
|
|
doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
|
Post by doubleback on Oct 26, 2018 15:28:07 GMT -6
1 - stuff a Giant Squiggoth with a KFF and 19 Tank Bustas.
2 - Use that anti-vehicle strat.
3 - ? ? ? ? ?
4 - Profit.
|
|
zyggy
initiate
Posts: 242
|
Post by zyggy on Oct 27, 2018 0:03:35 GMT -6
https://www.reddit.com/r/orks/comments/9rq36o/some_tidbits_and_strategems_from_the_warhammertv/More reveals from GW's streaming. From the description this list was transcribed from a person on the stream not very familiar with orks and made frequent mistakes that he corrected on stream, so this isn't a terribly reliable source (The least trustworthy info in the past week came from a GW rep. How ironic), but from this list there are several good things to take away, one bad thing and a few... meh things.
First, the good: -The KFF getting every unit within 9". I'm really, really, REALLY hoping the rep wasn't flubbing this, because if he wasn't that means the "entirely within" garbage rule is gone! Dear sweet gork and mork would that be amazing, no more having to make sure every boy in a 30 squad is palced just right.
-The strategems. I'll be honest, all of these sound helpful. A unit dying before it fights, extending the force field and dakka dakka rules for a turn, the tide of traitors equivalent, and good ol' mob up are all pretty damn sweet, and the others have their uses as well.
-Flash Gitz Snazzgun. I admittedly don't use Flash Gitz, but now that their gunz have gone up by +1 S and damage, a mass of these is something to be reckoned with for troop and eliete killing. Still prefer lootas though.
The bad: Warbikers only getting a 4 point cost reduction. Now granted, this isn't nothing. It means a full squad of 12 bikes costs 276 points instead of 324, that's a 48 point drop. The problem is that bikes are infamously considered mediocre at best come 8th edition, so if they really want bikes to be the centerpiece of a speed freekz army like they claim, they'll need to be better in some fashion to be worth that cost.
The meh: -New battlewagon types. This is mostly in the meh space because we know absolutely nothing about them. Battlewagons still need their points dropped considerably, so that should come first and foremost.
|
|
|
Post by ocotako7 on Oct 27, 2018 6:03:08 GMT -6
|
|
doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
|
Post by doubleback on Oct 27, 2018 7:12:24 GMT -6
I agree 100% on the bikers, especially if they don't fix the ws. The lower ws bikers never made any sense to me honestly, and basically made them a shooting focused unit with bad be.
I like the vehicle changes but I think they are too pricy to make up an entire army, more special purpose weapons.
|
|