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Salty Ork rumors. something to chew on while we wait.


Warhead01

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Hello.

I don't want to put this in New and Rumors as it's just something from another forum and even then from who know where.

 

So here's a link to the "rumor" such as it is. 

 

 

I wouldn't make much of this as no sources ale sited and I have no idea where it comes from.

 

Feel free to add what ever you come across if you want.

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I'll play along.

Goff is fine, but I feel it will be outclassed.
Bad Moons is fun, as it will actually provide a base for a shooting Ork army. As long as we have some mitigation to negative hit modifiers (the dakka dakka rule mentioned?).

Evil Suns is strong, that's up to 3" of extra movement in a turn, with a Warboss's WAAAAGH!!! In addition, that makes Da Jump a stronger power, as an 8" charge is much more reliable than 9".

Blood Axes is also strong. The cover thing alone is a powerful ability, as giving us any saves increases the number of models that can get into combat. The fall back and shoot/charge thing is icing.

Deffskulls is both good and weird. Like I said above, just giving us a save at time is going to help a lot, so the invulnerable is appreciated. The second part, which is similar to what Salamanders get, isn't as strong and is weird because it promotes taking numerous, small units, which just won't work for Orks.

Snakebites seems a little weak. I'd rather have the cover from Blood Axes or the invulnerable from Deffskulls. They would need great strategems/traits/relics or such to be worth taking.
Freebooters need more explanation.

Right now, I see myself going Evil Suns or Blood Axes, maybe Bad Moons. But the strategems/traits/relics can heavily influence that choice.

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I wonder if we will be able to take a different clan for each detachment.  I kinda like the Deff Skull traits. 

 

That's how it works for everyone else, including Tyranids, for whom it makes no sense at all. So I would 100% expect it.

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I'll bite, what about the theoretical deffskulls trait has anything to do with unit size?

I have no idea. Maybe just to get the most out of that special rule some how. I'm mostly excited at the idea of having several buffs to choose from. 

 

 

Snake bites would maybe be good, if it's like a FNP roll to just ignore wounds I can see that on Nobs to protect them. Maybe war bikers too. Don't know.

I like the reroll 1's for bad Moons but don't want that much yellow around. Might be good for lootas ? depends on the unit limitations if I can put it on KMK's then it looks even better.

I'd like my stronger shooting units to be Deff Skulls I think I like that a bit more. def Dkull Lootas and flash Gitz if it's possible for that reroll to wound if nothing else. 

Not sure yet about Blood Axes. 

Allied unit could be anything, maybe even another unit in the army/detachment. Allies aren't really like they were anymore, so I don't know. 

Evil Suns stand out but may not have longevity. I think that's be better for units faster than boys. Storm boys. But then it's a choice between speed or Zag Struks LD buff. 

 

Early days. I still have no idea where this came from. 

If we're lucky we'll hear a little something over the weekend.

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I'll bite, what about the theoretical deffskulls trait has anything to do with unit size?

I have no idea. Maybe just to get the most out of that special rule some how. I'm mostly excited at the idea of having several buffs to choose from. 

 

 

Right. Rerolling a single hit, wound and save per unit behooves you to run smaller units, so that for the same number of points, you net more re-rolls. In the end, you're mostly going to use it on Nob's Power Klaws, and that's nice whether the unit is 10-man or 30, but the trait does encourage more units. The 6+ invulnerable is the best part, the reroll is a bonus.

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I didn't see anything in the rumor about per unit though, I interpreted it as per turn, like how the reroll strategem works. It might work as you mentioned but we wouldn't be able to really say that with the information as presented.
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I'll bite, what about the theoretical deffskulls trait has anything to do with unit size?

I have no idea. Maybe just to get the most out of that special rule some how. I'm mostly excited at the idea of having several buffs to choose from. 

 

 

Right. Rerolling a single hit, wound and save per unit behooves you to run smaller units, so that for the same number of points, you net more re-rolls. In the end, you're mostly going to use it on Nob's Power Klaws, and that's nice whether the unit is 10-man or 30, but the trait does encourage more units. The 6+ invulnerable is the best part, the reroll is a bonus.

 

 

I didn't see anything in the rumor about per unit though, I interpreted it as per turn, like how the reroll strategem works. It might work as you mentioned but we wouldn't be able to really say that with the information as presented.

 

"Deffskulls = 6+ Invul save + Reroll Shoot, Wound, Save once per turn per unit."

Huh. I was reading it once per turn a unit can choose one from that list then the whole unit gets that ability. but you have to decide when to activate it and that's it till next turn.  So I don't. know. I'm probably wrong.

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Oh, I assumed it was similar to the Salamander's ability. Who knows, especially since we aren't even sure if these are good rumors.

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Having the ‘Iron Hands’ trait for Snakebites looks a little dull at first, but that’s pretty strong when you realise how many models/wounds you’ll be rolling for, and that it will likely effect big stuff as well. I think my Squiggoth would appreciate it! If it is as given (big if) then it implies either that Painboyz will be useless for Snakebites, or that their rules will change in some way so that they give a different or stacking buff. If I could run around with a bunch of boyz that ignore wounds on a 5+ or something, I’d be pretty happy.
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To the East of the Skid, and past the Gulkatslag, there are the Great Salt Flats. 

 

And even these desolate wastelands contain less salt that these rumors. In the middle of September, when the codex is shipping to distribution centers, THEN, we may get reliable Rumors. 

 

Currently these do not feel right. 

 

I suspect Goffs will have rules about improving Moral, but other wise these look about what I would predict if picking rules based on currently available fluff. 

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