|
Post by rogerspacem on Oct 27, 2018 8:58:59 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. I'll say this for the bikes, true bikes in this edition are... Not the greatest, however I will say your army is the only one that can have multiple bike units charge turn one. Especially with all the combos I heard about from a youtubers review on the codex. I think orks are going to be fine (assuming they don't jump the cost of everything else) especially when there is a strag that gives a kkf a 18 inch bubble instead of 9 inches for a turn. Lots of options for orks now... LOTS R.I.P. for stompa though
|
|
|
Post by rogerspacem on Oct 27, 2018 9:01:10 GMT -6
Two good artifacts, but the rest are pretty garbage unfortunately. It's your stratagems that make orks super good.
|
|
|
Post by rogerspacem on Oct 27, 2018 9:04:32 GMT -6
However a forewarning your codex has quite a bit 3CP stratagems. Though most are worth the cost I'll say (granted this is just theoretical since I haven't seen it in action.) just waiting for miniwargaming or other channel to show more orks.
|
|
doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
|
Post by doubleback on Oct 27, 2018 9:15:15 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. Getting back to this. So the Naughts are now our knights? I still think we need some cost reduction, but man would I love to get my...bi-0rk-naught(?) On the table. Upside, as I am writing this Games Plus just called to alert me that my Speed Freaks box has arrived for pick up.
|
|
zyggy
initiate
Posts: 242
|
Post by zyggy on Oct 27, 2018 12:30:34 GMT -6
Codex reviews are going up on youtube, so far this is the most informative one I've seen: www.youtube.com/watch?v=KCfToTBTdakSome immediate takeaways: -So, on the one hand, a lot of the overcosted heavy support units got reduced by about 20-40 points, dreads, battlewagons, the nauts (Not lootas, screw you too GW), as well as all their wargear becoming generally cheaper and/or better. This is good. Not as much as they could, or perhaps should have been, but stratagems make up for some of the shortcomings. -On the other hand, boyz are now 7 points each. Which means that lowered points cost above is instantly negated, if not net costs higher. Now, there are a lot of stratagems that make boyz better (skarboyz, unstoppable green tide, loot it, etc), but this is still a real nasty blow. No reason for this, boyz are completely unchanged, GW just doesn't want anyone outnumbering their precious 4 point guardsmen I guess. -There now exists a 1 CP strategem to make weirdboyz lvl 2 psykers. Means I don't have to bring 2 weirdboyz for da jump and warpath anymore. Other psyker powers are nice, but this combo remains king. -Big Meks without Mega Armor don't exist anymore. Stupid. Means in order to give your boyz 5++ saves from a KFF, you need to dish out the mega armor big mek, a slower character that costs 35 more points. Could still take the normal big mek from the index, but at this rate it may be actually better to take a Morkanaut (Now 220 instead of 250 points) with a KFF and skip the big mek altogether. Or just make all your boyz deathskulls and pray I guess. -Oh right, and the KFF still has that "entirely within" aura garbage. Because who cares about boyz, right? -Nobz and big choppas are 3 and 2 points cheaper respectively. Nice. -Ghazghkull can only take the Goff Warlord trait, which they made shitty (literally there exists a generic trait that is flat better than the Goff one, +1 A vs +1 A and S) just to make sure Ghazghkull can't get stronger. Not nice. -The Kustom Mega Kannon on Mek Gunz now costs a whopping 45 points instead of 17, for a total of 60 each. It does D6 damage instead of D3 now, but that sure isn't worth it. -Traktor Kannons similarly cost 30 points instead of 15 (total 45), but unlike the kannons they made them worth it by not only making it D6 damage and 48" range, but by auto-hitting against everything. Also, against units with fly (NOT Flyers, just fly), they do 2d6 pick highest damage, and vehicles with fly that are killed by them auto-explode. These might replace kustom mega kannonz as the must-take on mek gunz. -Deffkoptas now cost 54 points each instead of 79, but they lost their bigbomm ability -Stormboyz can deepstrike again, yay! But since you can't deepstrike turn 1, they'll actually get in faster if you footslog them, so that's pointless. boo. -Trukks are 18 points cheaper, but they still sukk. -Orks have a lot of pre-game strategems. I feel like I'll be starting each game with half my CP just to use those, and then pick which of the actually good strategems I want to use very, very carefully. That's all the stuff that immediately grabbed me. Will of course need to see the book in front of me for a concrete impression.
|
|
|
Post by rogerspacem on Oct 27, 2018 14:19:27 GMT -6
Yeah that's what I'm noticing as well. Saw a game or two now and what you said appears to be the case. Well at least dakka dakka is a universal rule amount orks now. Makes bad moons a lot scarier
|
|
doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
|
Post by doubleback on Oct 27, 2018 14:25:58 GMT -6
I think to say Boyz are unchanged is not fair, as they will now be benefitting from various clan rules that they were not before. Basically every unit in the game got a changeable bonus for free.
That said 7 point seems pretty ridiculous as a cost..
|
|
zyggy
initiate
Posts: 242
|
Post by zyggy on Oct 27, 2018 15:26:00 GMT -6
|
|
doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
|
Post by doubleback on Oct 27, 2018 16:50:08 GMT -6
You are my Hercules Mulligan
|
|
|
Post by kingwalnut on Oct 27, 2018 18:06:28 GMT -6
Dis gitz not throwin away his shot!
|
|
zyggy
initiate
Posts: 242
|
Post by zyggy on Oct 27, 2018 23:25:42 GMT -6
After much trial and tribulation, I think I have a rudimentary 2k, 1500 and 1k list made with the codex with what I currently have model-wise. Little nervous to see how it performs, but if anyone is going to be up for an experimental game this Tuesday through Friday, I'd be very interested to see how it does.
|
|
|
Post by kingwalnut on Oct 29, 2018 11:47:57 GMT -6
|
|
jesse
neophyte
Posts: 732
|
Post by jesse on Oct 29, 2018 12:08:53 GMT -6
Yeah, I mean, I'd be more than happy to play against looted vehicles. Just slap a point cost on it.
|
|
doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
|
Post by doubleback on Oct 29, 2018 13:59:11 GMT -6
Honestly as a guy that fields an Ork army that is about 70% looted I am fairly happy just putting a kitbashed rhino on the table and telling my opponent it's a truck.
I would love looted rules, but I also accept two limitations that make it near impossible.
1-WYSIWYG: I build looted vehicles to look awesome, and half of the weapons don't make sense or don't have rules. Now whenever anyone gets too bent out of shape on this I go for the "Orks often attach weapons that don't do anything because they look cool" but I'd also never take my army to a serious tournament for this reason. Also I'm terrible and would get wrecked, but that's unrelated.
2-Balance: it's hard enough to balance armies when you know exactly what they have. Giving me or any Ork player the ability to make my own vehicles with an almost limitless number of mix and match loadouts would break the game. I promise you I would exploit the hell out of it and I'm not even good at the actual game. Someone who was could absolutely ruin an opponent.
|
|
doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
|
Post by doubleback on Oct 29, 2018 16:21:57 GMT -6
You guys see that sexy change to ere' we go?
|
|