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Since: Jul 30, 2007 Posts: 130
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(Msg. 1) Posted: Thu Nov 01, 2007 5:33 am
Post subject: [40K] New Ork Codex Archived from groups: rec>games>miniatures>warhammer (more info?)
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So... new Ork codex was leaked, a la Chaos codex. Anyone disappointed
with the Chaos codex should be happy with this one, as should old-time
Ork players. Tons of options, plenty of humor, and a VERY vicious
army list.
The codex actually pulls off both the whacky side of things (trukks,
lootas, SAG, so many other things) and the vicious side of things
(Bosspole and Squigherds both deal out wounds to grant re-rolls).
Overall, the army list looks pretty effective, and as opposed to the
Chaos codex you're likely to wish you could take some units you'll be
forced to miss out on thanks to the FOC. Do a search on Google for
"ork codex 2007" and you'll be on the right path.
It's not just the SAG making a comeback that will make old-time Ork
players happy. The clans get more of a mention, Brainboyz are
mentioned in the background, Stormboyz return to being rebellious
Orks, the Blood Axes are noted in the Loota Wagon and Kommando
sections as being most likely to employ either, Death Skulls are noted
as being the biggest Lootas, and Kaptin Badrukk makes his triumphant
return.
Some of the stuff is just ugly. Flash Gitz being Nobz are one thing.
The fact they can pre-measure range is even nastier. Then throw in a
Painboy (who confers "Feel No Pain" to a unit) and add Cybork bodies
for a 4+/5+(i) save with FNP. And then there's custom jobs too...
Some of my favorite lines in the codex:
"With his final act, Tuska reached up between the creature's legs with
his power klaw and made a gesture of his own."
"5-6 Kerrunch! Something vital gives, but the Ork passengers bail out
of their vehicle before it falls apart with a sound like a Meganob
falling down a spiral staircase."
"A whole unit using their Tankbusta bombs on the same vehicle is
almost certain to destroy it in a spectacular fashion. This usually
takes several Orks with it as shrapnel scythes through the air, but as
the Tankbustas say, 'They knew da risks when they took da job.'"
"When they march to war, they are accompanied by the same Meks, who
ensure the Burna Boyz do not get carried away and set light to the
other Orks merely so they will do 'the burny dance.'"
"The Flaming Skull tribe go one step further, and are allegedly able
to synchronize the skids of their bikes so precisely that when enemy
aircraft pass overhead they are greeted by trails of oily smoke and
dust that spell out 'ZOG OFF.'"
"Young Orks can become addicted to the regimented life of a Stormboy,
and dedicate their lives to the time-honored martial disciplines of
drilling, marching, and hurtling through the air."
"...a Mek finds the sight of a malfunctioning rokkit pack as amusing
as the next Ork"
"Beloved of Ork arsonists, the Skorcha is..."
And here's a sample 1850 point list (1850 being the size of choice for
local RTTs):
HQ
Warboss with shoota/rokkit launcha, eavy armour, bosspole, attack
squig, cybork body 100
Big Mek with shokk attack gun, cybork body, eavy armor 110
ELITES
10 Tankbustas with 2 tankhammers, 3 Squigbombz 165
10 Lootas with 3 Meks 150
10 Burna Boyz with 3 Meks 150
TROOPS
15 Boyz with Nob with big choppa, big shoota 110
15 Boyz with Nob, big shoota 105
15 'Ard Boyz with Nob with power klaw, big shoota 190
20 Gretchin with 2 Runtherds 80
FAST ATTACK
12 Stormboyz with Nob with bosspole 159
HEAVY SUPPORT
Battlewagon with zzap gun, 2 big shootas, stikkbomb chukka, grot
riggers, red paint job, armor plates 140
3 Killer Kanz with 2 skorchas, 1 grotzooka, grot riggers, armor plates
170
6 Flash Gitz with Painboy, More Dakka, 2 Grot Orderlies 220
That's a load of lads!
UNIT NOTES
Tankbustas: Every one of them has a rokkit. That's 8 rokkits, two
hammers, and three bombz. Yummy!
Burna Boyz: Everyone's got a burna, but the Meks all come with tools
(work on a 4+) and a kustom mega-blasta (24", S8, AP1, Assault 1 Gets
Hot!)
Lootas: Roll a D3 for the unit, multiply by the number of guys with
guns, that's how many shots you have at S7, AP4; also, Meks have tools
and KMBs
Big Mek: The SAG is your god. You will bow down and worship the SAG.
The SAG is ALL.
Killer Kanz: BS3's awesome, WS 2 not so much, but these aren't
equipped to take advantage of BS 3 as they are to use my models;
Grotzooka is 18", S6, AP5, Heavy 2 Blast (ouch!)
Battlewagon: Cheap goodness, and now with a 14 front armor! I can
also close it up if I want.
Stormboyz: Of course they're in there, what with their rokkit rule
(roll a D6 and add it to the number of inches you can move with their
rokkits; if a 1, a Stormboy dies).
Flash Gitz: Ah, the sickness! With MD, they're 24", S5, APD6 (roll
for entire unit), Assault 2, AND they get to premeasure before firing!
On top of that, they have Feel No Pain, and they're Nobz so they have
S4, A3, and W2, with a 4+ armor save! Oh, sweet goodness...
And, if you want to get fun, you can mount most units of 12 or less in
Trukks, which will never entangle your Orks, though they could pin
them, and do great things when you kill them. If I'd taken Nobz or a
Deff Dread, they could be a Troops choice because of the Warboss and
Big Mek (who I took over a Weirdboy because, well, the SAG is
all-powerful). If I had Warbikes together right now, I'd have thrown
them in because they're a lot better now, and ditto for Dethkoptas
which I'll model some of (dropping bombz as they zip across!).
The new Orks are NOT an army for straight-faced gamers. The SAG has
all kinds of crazy effects that can happen; Trukks have their own
chart when they're destroyed which can be crazy; Squigbombz could
attack your own vehicles (not just the nearest vehicle, the nearest
FRIENDLY vehicle); Meks rolling a 1 cause a "crew shaken" to the
vehicle they're working on; Flash Gitz have random AP; Lootas fire a
random number of shots; Stormboyz get extra movement but could kill
their own (and if you use Zagstruck to Deep Strike and assault in the
same turn, you automatically lose D3); bosspoles allow rerolls by
causing a wound to the unit; Squigherds give a reroll by eating D3
Grots; when you call the Waagh! a roll of a 1 for a unit's FoF causes
a wound... It goes on and on. It's a crazy army to play, and that's
the way I like it!
--
Erik
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Since: May 31, 2007 Posts: 146
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(Msg. 2) Posted: Thu Nov 01, 2007 4:09 pm
Post subject: Re: New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Nov 1, 5:33 am, Erik Setzer <mailman@yourdoorstep,com> wrote:
> The new Orks are NOT an army for straight-faced gamers. The SAG has
> all kinds of crazy effects that can happen; Trukks have their own
> chart when they're destroyed which can be crazy; Squigbombz could
> attack your own vehicles (not just the nearest vehicle, the nearest
> FRIENDLY vehicle); Meks rolling a 1 cause a "crew shaken" to the
> vehicle they're working on; Flash Gitz have random AP; Lootas fire a
> random number of shots; Stormboyz get extra movement but could kill
> their own (and if you use Zagstruck to Deep Strike and assault in the
> same turn, you automatically lose D3); bosspoles allow rerolls by
> causing a wound to the unit; Squigherds give a reroll by eating D3
> Grots; when you call the Waagh! a roll of a 1 for a unit's FoF causes
> a wound... It goes on and on. It's a crazy army to play, and that's
> the way I like it!
great.. I'm one step closer to selling off all the rest of my GW stuff
and buying another Flames of War army. >> Stay informed about: [40K] New Ork Codex |
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Since: Oct 10, 2007 Posts: 6
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(Msg. 3) Posted: Fri Nov 02, 2007 2:59 am
Post subject: Re: New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Nov 1, 7:09 pm, Blackheart <blackheart666_2... RemoveThis @yahoo.com> wrote:
>
> great.. I'm one step closer to selling off all the rest of my GW stuff
> and buying another Flames of War army.
Cool, more cheap stuff on e-bay!
Downloading the new Dex now, thanks for the heads up Eric! >> Stay informed about: [40K] New Ork Codex |
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Since: Feb 02, 2007 Posts: 14
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(Msg. 4) Posted: Sun Nov 04, 2007 5:47 am
Post subject: Re: [40K] New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Erik Setzer wrote:
> -Zzap Gun: Still fries Grots, but now the gun will fire S10 if you
> roll 11 or 12.
And we lost the auto hit with this. They were auto-choices on
Battlewagons before, but now I may leave them off because of the
Orktacular BS. I sold the carriages to a guy making a Russian themed
Guard army using them for heavy weapon mounts so I can't make them Big
Guns and use the better Grot BS either
Overall I love the codex, but a couple of things make me sad.
--
The Elder Party
Cthulhu/Nyarlathotep in '08
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Since: Jul 30, 2007 Posts: 130
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(Msg. 5) Posted: Sun Nov 04, 2007 10:19 am
Post subject: Re: [40K] New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Sun, 04 Nov 2007 05:47:31 -0500, Michael Magliocca
<cthulhu.RemoveThis@twcny.rr.com> wrote:
>Erik Setzer wrote:
>
>> -Zzap Gun: Still fries Grots, but now the gun will fire S10 if you
>> roll 11 or 12.
>
>And we lost the auto hit with this. They were auto-choices on
>Battlewagons before, but now I may leave them off because of the
>Orktacular BS. I sold the carriages to a guy making a Russian themed
>Guard army using them for heavy weapon mounts so I can't make them Big
>Guns and use the better Grot BS either
As Big Gunz they're a better choice than they were even with having to
roll to hit. I'll likely keep using mine on my Battlewagon, even with
BS 2, because it's only 15 points, it's modeled on, and when it does
hit it's going to be brutal. Also, when people take off a weapon they
tend to go for it before other weapons.
>Overall I love the codex, but a couple of things make me sad.
Yeah, some things did go down in effectiveness, but others got better.
Choppas were traded off for Furious Charge and cheaper Boyz; shootas
are less range but are now Assault 2; Loota Wagons have less armor
than looted tanks did but you can transport models and have more
flexibility; Battlewagon weapons are less effective (need BS to use
Zzap Gun, rokkits and big shootas are no longer twin linked) but it's
now Front Armor 14 and you can take an Ordnance weapon; and so on.
There's a lot of tradeoffs. I designed a list similar to the one I
currently use and it's a pretty effective looking force, though I'd
want more Boyz for my basic Boyz mobs I think (problem is, my models
are painted up as units of 12 + 3 weapons + a Nob, which isn't the new
structure).
--
Erik
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Since: Jul 30, 2007 Posts: 130
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(Msg. 6) Posted: Mon Nov 05, 2007 5:11 am
Post subject: Re: [40K] New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mon, 05 Nov 2007 19:04:46 +1100, Kurt <kolonelk.RemoveThis@gnospammail.com>
wrote:
>That was a brainfart, I meant Weirdboyz.
Ah. Yeah, a Weirdboy isn't so great unless you make him a Warphead
(pretty much a must-have upgrade), so you can reroll those 1's. On
the other hand, with two auto-hit nasty ranged attacks and possible
extra Waagh!'s, they're not too bad. Given that the choice is between
them and a Big Mek or Warboss, though, the Weirdboy is going to lose
out most of the time.
>> Have you played Orcs in Warhammer? Each turn at least 1/6 of your
>> units on average will stand around doing nothing, even when you call a
>> Waagh! I'm used to coherent battle plans being utterly destroyed, and
>> it's a problem that army has had for years. The Orks in their latest
>> rendition aren't so bad. I can handle sometimes having a plan go
>> slightly awry. You can take steps to avoid problems. For example,
>> bulk up the mobs to accept some casualties. Keep your Tankbustas'
>> squigbombz more than 18" from your own vehicles (so a 1 does nothing).
>> Take Grot Oilers and only use them to reroll 1's unless it's a major
>> important repair. You can plan for most eventualities, and in a way
>> that's part of the fun, seeing if you can work things out.
>>
>After Kevin's rant a while back I don't think I'd ever try Orcs again -
>although his idea of pure goblins was probably an exercise in futility
>anyway.
I'd have to say Orcs are not an army for people who want to win first
and foremost (not necessarily win at all costs, just a hefty
preference on winning). They are pretty fun, but I have definitely
been screwed over too many times with Animosity.
--
Erik
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Since: Jun 24, 2007 Posts: 7
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(Msg. 7) Posted: Mon Nov 05, 2007 3:00 pm
Post subject: Re: New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Nov 1, 4:33 am, Erik Setzer <mailman@yourdoorstep,com> wrote:
> The new Orks are NOT an army for straight-faced gamers. The SAG has
> all kinds of crazy effects that can happen;
As Orks should be. They're meant as comic releif, that can put up a
Helluva fight.
>Trukks have their own
> chart when they're destroyed which can be crazy; Squigbombz could
> attack your own vehicles (not just the nearest vehicle, the nearest
> FRIENDLY vehicle); Meks rolling a 1 cause a "crew shaken" to the
> vehicle they're working on; Flash Gitz have random AP; Lootas fire a
> random number of shots; Stormboyz get extra movement but could kill
> their own (and if you use Zagstruck to Deep Strike and assault in the
> same turn, you automatically lose D3); bosspoles allow rerolls by
> causing a wound to the unit; Squigherds give a reroll by eating D3
> Grots; when you call the Waagh! a roll of a 1 for a unit's FoF causes
> a wound... It goes on and on. It's a crazy army to play, and that's
> the way I like it!
Yeah, but where's my Hop-Splat gun? >> Stay informed about: [40K] New Ork Codex |
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Since: Jun 24, 2007 Posts: 7
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(Msg. 8) Posted: Mon Nov 05, 2007 5:47 pm
Post subject: Re: New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Nov 5, 7:01 pm, "Doctor Rock" <mala....DeleteThis@blueyonder.co.uk> wrote:
> "Seamus" <fomorianw....DeleteThis@gmail.com> wrote in message
>
> news:1194303647.877559.305910@50g2000hsm.googlegroups.com...
>
> > Yeah, but where's my Hop-Splat gun?
>
> are you sure you want an answer to THAT question from THIS newsgroup?
Ummm... Roight. Er, I fink I oght zog off, now.
/runs away before he gets squig-punched. >> Stay informed about: [40K] New Ork Codex |
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Since: Oct 18, 2007 Posts: 106
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(Msg. 9) Posted: Mon Nov 05, 2007 6:48 pm
Post subject: Re: [40K] New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Erik Setzer" <mailman@yourdoorstep,com> wrote in message
news:atqti39kk0i629vfl11uitkc19r2vhhr1i@4ax.com...
> On Mon, 05 Nov 2007 19:04:46 +1100, Kurt <kolonelk RemoveThis @gnospammail.com>
> wrote:
>
>>That was a brainfart, I meant Weirdboyz.
>
> Ah. Yeah, a Weirdboy isn't so great unless you make him a Warphead
> (pretty much a must-have upgrade), so you can reroll those 1's. On
> the other hand, with two auto-hit nasty ranged attacks and possible
> extra Waagh!'s, they're not too bad. Given that the choice is between
> them and a Big Mek or Warboss, though, the Weirdboy is going to lose
> out most of the time.
>
>>> Have you played Orcs in Warhammer? Each turn at least 1/6 of your
>>> units on average will stand around doing nothing, even when you call a
>>> Waagh! I'm used to coherent battle plans being utterly destroyed, and
>>> it's a problem that army has had for years. The Orks in their latest
>>> rendition aren't so bad. I can handle sometimes having a plan go
>>> slightly awry. You can take steps to avoid problems. For example,
>>> bulk up the mobs to accept some casualties. Keep your Tankbustas'
>>> squigbombz more than 18" from your own vehicles (so a 1 does nothing).
>>> Take Grot Oilers and only use them to reroll 1's unless it's a major
>>> important repair. You can plan for most eventualities, and in a way
>>> that's part of the fun, seeing if you can work things out.
>>>
>>After Kevin's rant a while back I don't think I'd ever try Orcs again -
>>although his idea of pure goblins was probably an exercise in futility
>>anyway.
>
> I'd have to say Orcs are not an army for people who want to win first
> and foremost (not necessarily win at all costs, just a hefty
> preference on winning). They are pretty fun, but I have definitely
> been screwed over too many times with Animosity.
>
I just wanted to win *once*. Having all your troops flee off the table by
turn three without scoring a single victory is only entertaining so many
times.
Besides, I kept stabbing myself on the way-too-sharp spearmen. >> Stay informed about: [40K] New Ork Codex |
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Since: Dec 30, 2004 Posts: 374
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(Msg. 10) Posted: Tue Nov 06, 2007 12:01 am
Post subject: Re: New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Seamus" <fomorianwolf DeleteThis @gmail.com> wrote in message
news:1194303647.877559.305910@50g2000hsm.googlegroups.com...
> Yeah, but where's my Hop-Splat gun?
are you sure you want an answer to THAT question from THIS newsgroup? >> Stay informed about: [40K] New Ork Codex |
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Since: Jul 30, 2007 Posts: 130
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(Msg. 11) Posted: Tue Nov 06, 2007 1:09 am
Post subject: Re: [40K] New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mon, 05 Nov 2007 18:48:54 GMT, "Kevin Milner"
<dontspamme.RemoveThis@ihatespam.net> wrote:
>
>"Erik Setzer" <mailman@yourdoorstep,com> wrote in message
>news:atqti39kk0i629vfl11uitkc19r2vhhr1i@4ax.com...
>> On Mon, 05 Nov 2007 19:04:46 +1100, Kurt <kolonelk.RemoveThis@gnospammail.com>
>> wrote:
>>
>>>That was a brainfart, I meant Weirdboyz.
>>
>> Ah. Yeah, a Weirdboy isn't so great unless you make him a Warphead
>> (pretty much a must-have upgrade), so you can reroll those 1's. On
>> the other hand, with two auto-hit nasty ranged attacks and possible
>> extra Waagh!'s, they're not too bad. Given that the choice is between
>> them and a Big Mek or Warboss, though, the Weirdboy is going to lose
>> out most of the time.
>>
>>>> Have you played Orcs in Warhammer? Each turn at least 1/6 of your
>>>> units on average will stand around doing nothing, even when you call a
>>>> Waagh! I'm used to coherent battle plans being utterly destroyed, and
>>>> it's a problem that army has had for years. The Orks in their latest
>>>> rendition aren't so bad. I can handle sometimes having a plan go
>>>> slightly awry. You can take steps to avoid problems. For example,
>>>> bulk up the mobs to accept some casualties. Keep your Tankbustas'
>>>> squigbombz more than 18" from your own vehicles (so a 1 does nothing).
>>>> Take Grot Oilers and only use them to reroll 1's unless it's a major
>>>> important repair. You can plan for most eventualities, and in a way
>>>> that's part of the fun, seeing if you can work things out.
>>>>
>>>After Kevin's rant a while back I don't think I'd ever try Orcs again -
>>>although his idea of pure goblins was probably an exercise in futility
>>>anyway.
>>
>> I'd have to say Orcs are not an army for people who want to win first
>> and foremost (not necessarily win at all costs, just a hefty
>> preference on winning). They are pretty fun, but I have definitely
>> been screwed over too many times with Animosity.
>>
>I just wanted to win *once*. Having all your troops flee off the table by
>turn three without scoring a single victory is only entertaining so many
>times.
I hear you. It can be very trying at times. I stick with them
because, well, I put too much time into them, and I actually win with
them sometimes. I can also use them as an excuse if I lose, though I
might actually be a decent enough player not to need excuses, I don't
know because I've never really played another army (hey, leave the
Wood Elves out of this!).
>Besides, I kept stabbing myself on the way-too-sharp spearmen.
Ouch! I hear you there, them buggers were sharp! Reminds me of a
hilarious story when my dad was using piano wire to make pikes for
some historical figures and a guy decided to lean across the unit...
he came up with a bunch of pikemen sticking out of his stomach.
--
Erik
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Since: Jul 30, 2007 Posts: 130
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(Msg. 12) Posted: Tue Nov 06, 2007 1:19 am
Post subject: Re: New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mon, 05 Nov 2007 15:00:47 -0800, Seamus <fomorianwolf RemoveThis @gmail.com>
wrote:
>On Nov 1, 4:33 am, Erik Setzer <mailman@yourdoorstep,com> wrote:
>> The new Orks are NOT an army for straight-faced gamers. The SAG has
>> all kinds of crazy effects that can happen;
>
>As Orks should be. They're meant as comic releif, that can put up a
>Helluva fight.
Too many people tried to claim Orks should be savage beasts with no
humor to them at all throughout 3rd edition (basically, green
Tyranids). Of course, 99% of those people had never played Orks and
had no intention of doing so.
>>Trukks have their own
>> chart when they're destroyed which can be crazy; Squigbombz could
>> attack your own vehicles (not just the nearest vehicle, the nearest
>> FRIENDLY vehicle); Meks rolling a 1 cause a "crew shaken" to the
>> vehicle they're working on; Flash Gitz have random AP; Lootas fire a
>> random number of shots; Stormboyz get extra movement but could kill
>> their own (and if you use Zagstruck to Deep Strike and assault in the
>> same turn, you automatically lose D3); bosspoles allow rerolls by
>> causing a wound to the unit; Squigherds give a reroll by eating D3
>> Grots; when you call the Waagh! a roll of a 1 for a unit's FoF causes
>> a wound... It goes on and on. It's a crazy army to play, and that's
>> the way I like it!
>
>Yeah, but where's my Hop-Splat gun?
Um... Smartass responses aside, a lot of old artillery is left out,
like the Traktor Kannon, Smasha Gun, and Splatta Gun. I'm just glad
the SAG is back.
--
Erik
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Since: Sep 25, 2007 Posts: 56
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(Msg. 13) Posted: Tue Nov 06, 2007 6:18 pm
Post subject: Re: New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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It was twenty years ago today, Erik Setzer taught the band to play:
> I'm just glad
> the SAG is back.
>
Can we leave your mother out of this?
--
Kurt *Kill the nospam to reply*
Ignoring the fluff is like sleeping with your cousin!
-- RGMW outtake >> Stay informed about: [40K] New Ork Codex |
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Since: Jan 21, 2007 Posts: 152
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(Msg. 14) Posted: Wed Nov 07, 2007 7:02 pm
Post subject: Re: New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Erik Setzer wrote:
> On Wed, 07 Nov 2007 10:50:18 -0800, Blackheart
> <blackheart666_2000.TakeThisOut@yahoo.com> wrote:
>> btw: you're still going to lose to Tyranids.
>
> With Orks? Not likely. I've got more Zzap guns, more access to AP2
> weapons (KMBs out the wazoo!), LOTS of shots, lots of cheap troops...
> I think I might even do better than before, and I used to love eating
> up Nid armies, especially the Nidzilla variety.
>
I was thinking similar thoughts. The sheer amount of AP2 and AP3
weaponry, hell the sheer number of shots a shooty list can put out, will
be impressive.
What makes it even worse is when you shoot average, you'll do OK but
when you roll hot, it will be devastating to the opponent. On average
one in three ork shots will hit. When three of three hit... look out. If
two out of three Tankbustas in a squad manage to hit that's 8-9 dead
marines per turn. Full Loota squads will put out 30 shots on average, 45
if you roll hot. That's average 15 Autocannon equivalent hits... and 30
if you are above average. Ouch.
Throw in the Zzap guns now having a 36" range and not fizzling on 11 or
12, the Shok Attack Gun (more an entertaining diversion, but still can
be extremely nasty), Boomguns, Killkannons and Snazzguns. Oh and Grots
have BS3 so those Kannons and Zzap guns will hit half the time.
Yes... it's going to be an entertaining game playing with Orks indeed.
Especially for the Ork player. >> Stay informed about: [40K] New Ork Codex |
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Since: Jul 30, 2007 Posts: 130
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(Msg. 15) Posted: Wed Nov 07, 2007 11:43 pm
Post subject: Re: New Ork Codex [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Wed, 07 Nov 2007 19:02:58 -0500, Richard Busby
<richbusby.DeleteThis@hatespam.bellsouth.net> wrote:
>Erik Setzer wrote:
>> On Wed, 07 Nov 2007 10:50:18 -0800, Blackheart
>> <blackheart666_2000.DeleteThis@yahoo.com> wrote:
>>> btw: you're still going to lose to Tyranids.
>>
>> With Orks? Not likely. I've got more Zzap guns, more access to AP2
>> weapons (KMBs out the wazoo!), LOTS of shots, lots of cheap troops...
>> I think I might even do better than before, and I used to love eating
>> up Nid armies, especially the Nidzilla variety.
>>
>
>I was thinking similar thoughts. The sheer amount of AP2 and AP3
>weaponry, hell the sheer number of shots a shooty list can put out, will
>be impressive.
>
>What makes it even worse is when you shoot average, you'll do OK but
>when you roll hot, it will be devastating to the opponent. On average
>one in three ork shots will hit. When three of three hit... look out. If
>two out of three Tankbustas in a squad manage to hit that's 8-9 dead
>marines per turn. Full Loota squads will put out 30 shots on average, 45
>if you roll hot. That's average 15 Autocannon equivalent hits... and 30
>if you are above average. Ouch.
>
>Throw in the Zzap guns now having a 36" range and not fizzling on 11 or
>12, the Shok Attack Gun (more an entertaining diversion, but still can
>be extremely nasty), Boomguns, Killkannons and Snazzguns. Oh and Grots
>have BS3 so those Kannons and Zzap guns will hit half the time.
>
>Yes... it's going to be an entertaining game playing with Orks indeed.
>Especially for the Ork player.
How about Killer Kans with BS3 now? WS2 isn't too bad a hit to get to
hit sometimes with their rokkits!
Yeah, lots of goodies to have fun shooting. The new codex looks like
it might just be good for a variety of builds (shooting, assault, fast
attack, foot sloggers, etc.).
--
Erik
Insert soulless sig file here. >> Stay informed about: [40K] New Ork Codex |
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