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I was really hoping for a preview today, but we may be running out of time. So, some speculation about Kustom Jobs:

 

I imagine this will be like the IG's Tank Aces or whatever it is that Tyranids got. So instead of taking a warlord trait, you give a vehicle a Kustom job (with stratagem to give another out). However, none of our vehicles are nearly as good as an exocrine or Leman Russ, so I'm super curious what they could provide to make it worthwhile. Also, would it apply to whole squadrons of the buggies, or just one lone model?

 

For me, since I've been running bonebreakas and 'nauts, the things I would like to see are stuff like super grot Riggers for more repairing, maybe rerolls on a weapon, or maybe maxing the number of shots a weapon has (hello 9 shot Kustom mega-zappa). 'Ere we go for vehicles would be super solid, actually, but not just on a single bonebreaka.

 

I'd love to see the snazzwagons be able to shoot twice with some cool stratagem etc.

Some interesting stuff! But I feel sad that Orks dont get a new plastic weirdboy in the Psychic awakening!

 

I found this part of the article interesting:

 

"This is a great way for your Boomboyz, Feral Orks, Madboyz and more to gang up together and break some heads."

Specialist mobs sounds interesting but I am still unsure what they mean by throw off the shackles of their clan. Interested to see more about this a it sounds different than I had thought based on the rumormill. Looking forward to seeing what the other mobs will be able to do. Wonder what they have for tankbustas and kommandos.

I think it's just their way of saying that you choose those rules over like the bad moons kultur. Which, hopefully you get more than 1 buff because that pyromaniak one isn't terrible but there aren't enough good flame weapons in the ork army to make that work..

Im also assume ditch your clan kulturs and pick two from the list - same as every other custom chapter tactics/ septs etc.

 

Speedier walkers is appealing especially if it's cp related rather than linked to having a mek shop.

 

Exciting times to be sure!

 

Need to build me some spannerz too. Is the points cost: CP worth running mobs of 9 looters? With one being a spanner it'd be 8 looters but the reroll could lead to more dakka than a larger mob with bad rolls...

How do you not have spanners? Those kits give you 4 lootas/burnas +1 spanner, I've got like 6 of them. Also I'm not sure if that spanner strat is worth it, is it worth spending pre-game strats for an extra die when just a normal CP reroll will do the same trick most of the time? (It certainly isn't worth it on burnas though)

I spoke too soon :P

 

Some fun stuff there, but I'm praying that they showed us the least interesting stuff. The auto-crash strat is the only standout. I don't expect it to become a faction-defining tactic, but if you take a plane, you will try to use it in every game (and your opponent will have to react to it).

 

Specialist mobs is intriguing, but the one shown won't make burnas good. It's fine and fits. It'll be real fun with a unit of nobz with kombi-skorchas. Not real good, but real fun.

 

The spanner stratagem would have been great for 1cp at all sizes, but at 2 for units over 10, I don't think its worthwhile. On Lootas, I'd rather take my chances with a 1cp reroll that I might not even need than a 2cp investment I have to

Ok, I misread this the first time. It's a pre-battle strat for a full game buff. This is very good and if you're running a full unit of lootas, I think taking a spanner and using this is going to be worth it almost every game.

 

Finally, the Weirdboy power. Turning off overwatch is obviously very good, and this power has no range, but you have to have a Blood Axe unit in position to take advantage of it. I'm a little hard pressed to figure out how to make that a reliable strategy.

I spoke too soon :tongue.:

 

Finally, the Weirdboy power. Turning off overwatch is obviously very good, and this power has no range, but you have to have a Blood Axe unit in position to take advantage of it. I'm a little hard pressed to figure out how to make that a reliable strategy.

Seems like I'd ise that power on a key target send in a squad of comandos to start things off shutting down that target then send in my actual combat unit, which could be Ghaz. Target unit just has to stand there take it. Using an infantry unit doing the same thing but stacked with fight twice, wipe out target then bounce over to target 2. And if your clever the blood a axe unit can also land in a new combat with a tripoint lock. This could be magic. But like the really dirty kind. 

How do you not have spanners? Those kits give you 4 lootas/burnas +1 spanner, I've got like 6 of them. Also I'm not sure if that spanner strat is worth it, is it worth spending pre-game strats for an extra die when just a normal CP reroll will do the same trick most of the time? (It certainly isn't worth it on burnas though)

Oh I've got them, just never built them as compared with a loota they seemed useless. Bits ready in the box to go :D

I love the burna strat, I have burnas planned, 12 burna boyz in a truck driveby. Thats 12d6 auto hit burna shots. Sure it s a one trick suicide squad but will certainly pull off some hurt if used at the right time. To be able to reroll any or all of those 12 dice is amazing. I will be using this strat. And burnas are cheap (probably because they DO suck) so these guys should usually make their points back. 

 

I want to know about the grot army.

Burna Bommers just got a little ridiculous. Getting an *additional* +1 on that die roll? That's up to10 MW rolls on a 3+, and then auto crashing it for a CP? I loved Burna Bommers to begin with, but that makes them a top tier choice for me. You could possibly put out 26+ mortal wounds with a single Bommer, more if your opponent is castling and you position correctly before you crash and burn.

 

The Blood Axe psychic power also looks great. Combine it with Kommandos and Snikrot.

 

I'm liking the preview so far :D

 

Edit: They just posted another stratagem. 1 CP to give your warlord +1 attack, strength, and a 4++ invul. Can't be used on Ghaz. Anyone for 8 S 20 AP4 attacks?

Edited by Kaldoth

I love the burna strat, I have burnas planned, 12 burna boyz in a truck driveby. Thats 12d6 auto hit burna shots. Sure it s a one trick suicide squad but will certainly pull off some hurt if used at the right time. To be able to reroll any or all of those 12 dice is amazing. I will be using this strat. And burnas are cheap (probably because they DO suck) so these guys should usually make their points back. 

 

 

I think you got a little over excited.....   Burnas don't work like that. It's 1d3. with a reroll, Roll that 1 time for the number of shots for the whole unit. 

To be fair I had to double check. Scorchas is where you would get several D6 with rerolls if such a unit could/can use this ability.

The reroll to wound in melee is very cool though.

 

The flying headbutt is kinda weird, would have been really useful in my last good list that had 4 bombers in it. I see it more of a my flyer will die in the next round and I am out of bombs situation, more than a life goal.

Edited by Warhead01

Burna Bommers just got a little ridiculous. Getting an *additional* +1 on that die roll? That's up to10 MW rolls on a 3+, and then auto crashing it for a CP? I loved Burna Bommers to begin with, but that makes them a top tier choice for me. You could possibly put out 26+ mortal wounds with a single Bommer, more if your opponent is castling and you position correctly before you crash and burn.

 

The Blood Axe psychic power also looks great. Combine it with Kommandos and Snikrot.

 

I'm liking the preview so far :D

 

Edit: They just posted another stratagem. 1 CP to give your warlord +1 attack, strength, and a 4++ invul. Can't be used on Ghaz. Anyone for 8 S 20 AP4 attacks?

Where's your s20 coming from?!

 

As for the burnas, being only d3 hits per Burna they swing too much. Adding a spanner and the Strat will mitigate that somewhat.

 

As I've got 10 of them, anything that makes them improved is welcome!

 

Quicker walkers sounds great too, just unsure whether it's a lone walker or the whole mob or all of them... Presumably just one but we can dream right?!

At this rate we're going to run out of CPs before the game begins :D

Where's your s20 coming from?!

 

Well, letz break out da calkulator and do sum maffz!

 

Warboss has a base strength of 6 and 4 attacks. Use this stratagem, he's now at strength 7 and 5 attacks. Give him Might is Right Warlord trait and you're up to Strength 8 and 6 attacks. Use the Fist of Gork psychic power to make him Strength 10 with 8 attacks. Equip him with Da Killa Klaw to multiply his strength by 2.

 

Go on and fold a Castellan in half. You know you want to ;)

 

On the new subkulture rules, this sentence interests me the most:

 

Sometimes Orks throw off the constraints of their Clan and instead group together with other like-minded greenskins.

So, they're talking about Orks that belong to a greater clan, but have formed a sub culture within it. That makes me feel like this isn't a "pick two" style of making your own clans up. If I had to guess, it's going to allow you to do one of three things:

 

1. Select certain units within a detachment to become a specialist mob and use their subkulture ability instead of whatever normal Clan Kultur rule they would get. This wouldn't keep other units in the detachment from benefiting from the main Clan Kultur. I think this one is the most likely option as we've seen similar rules in Vigilus Defiant, the difference being this one only affects certain units within a detachment instead of the whole thing.

 

2. Select certain units within a detachment to become a specialist mob that now benefit from both sets of rules (kind of doubt this one, but how awesome would that be?!).

 

3. Allow you to take a separate detachment that benefits from having one of the main Clan Kulture keywords (thus allowing you to use clan specific strats on them) but uses the subkulture special rule. This is the weakest one by far because you'd have to take an entirely separate detachment, and in my mind the least likely of the three possibilities I can think of.

Edited by Kaldoth

Does it give them +1 strength? I must be blind but I can’t see that mentioned in the screenshot, only the wounds, attacks and invulnerable save.

Argh no, I misread it it seems. Apologies. Well, I guess I'll just have to settle for strength 18 :lol:

 

Does it give them +1 strength? I must be blind but I can’t see that mentioned in the screenshot, only the wounds, attacks and invulnerable save.

Argh no, I misread it it seems. Apologies. Well, I guess I'll just have to settle for strength 18 :lol:

Much lol, still wounding anything up to t9 on 2s!!!!! Amazing!

 

That's wonderfully insane. Didn't realise bosses were s6 base. There's now chance of a legitimate competition between souped up Shokka and souped up warboss!

 

Waaaaaaaaaagh is very much on the menu!

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