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Orks in 9th (Discussion/Speculation)


toaae

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Fellow Warbosses! A new age of war descends on the galaxy. The Beast of Armageddon is gathering his Great WAAAGH!, Gork's Grin has split the 'umie empire in half, and the tin 'eadz look to be getting ready for a big ol' scrap.

So, how do we feel about it?

As of right now, there isn't a whole lot to really dig into, but that doesn't mean there isn't anything to talk about. What excites you? What scares you? What are you most looking forward to? What do you hope to see, so your Orks can continue to krump with the best of them?

I'm hopeful we don't have to wait too long on our 9th edition codex, because I wanna see the cool things they do for Orks in Crusades, the new, structured narrative system. Sadly, as one of the last 8th edition codex, I don't anticipate getting our 9th in the next year :dry.:

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GW said in one of the broadcasts that the new codices would be "best of" versions of existing codices. So for Orks thats "best of" of the Codex, Vigilus book and Saga of the Beast.

 

I hope they revise the clan rules (poor snakebites!) 

 

Keep some of the fun and powerful stratagems, relics etc, like the Souped up shokka.

 

I hope we get some new minis.

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Ghaz gets monster attributes now.

 

I'm curious to see what that means

 

Yeah, I definitely think there's reasons to hope that Ghaz is much better in 9th than he is in 8th. Changing terrain rules could be what he needs, since the current rules for Ruins are the reason the Infantry keyword is so powerful. Any bonuses Monsters get will just be icing.

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Ghaz gets monster attributes now.

 

I'm curious to see what that means

 

Yeah, I definitely think there's reasons to hope that Ghaz is much better in 9th than he is in 8th. Changing terrain rules could be what he needs, since the current rules for Ruins are the reason the Infantry keyword is so powerful. Any bonuses Monsters get will just be icing.

 

at the very least it seems like ghaz will be able to fire his weapons even if he's in melee.

 

I wonder if they will implement for melee the below, for monsters/characters to make them a bit better, easier to engage in cqc

 

Type:     Range:

Melee    3"

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I'm curious about the changes to overwatch and falling-out-of-combat. It'd be nice if we weren't just stuck with the vagaries of wrap-and-trapping in 9th. 

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Im personally hoping that this new crusade thing has a system to make a hero like in chapter approved (2018?)-- let people make their own warbosses and the like to let conversions and fun shine through.

 

Oh and of course some new models to go with a shiny new codex when the time comes (like some plastic kommandos, tankbustas, etc) would be welcomed!

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I'm excited we have a large game setup when 9th drops and lockdown is over.
 

Orks should still be fun to play which is all that matters for me.

 

As I run a heavy vehicle list it will be good to see the changes for those in combat etc.

 

I'm looking forward to getting to play Ghaz in a propa game rather than with my Son.

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 Today's reveal was largely about two things: New matched play missions, and points increases. I don't think there's enough shown about the missions to discuss how they impact Orks specifically, but I do think the points increases is interesting. They showed two examples, Intercessors going from 17 to 20 points per model, and Cultists going from 4 to 6 points per model. I don't wanna guess where our models could go, but the overall intended impact seems to be to decrease the size of armies, after 8th saw constant point drops.

Personally, I love playing horde Orks, but stopped in the last year as I didn't want to play with 200+ models. I'm ok with armies in the 130-170 range, and I'm hopeful that that's where we might be going.

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I suspect we'll see faction Maelstrom card objectives reappear as faction secondaries, similar to how some 7th ed special abilities reappeared in 8th as Strategems. I've mixed emotions regarding the apparent demise of Maelstrom cards. At their best, they made for the most fun games I've played but at their worst, their crazy variance spoiled things (even after the pick-18 rule).

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The post today was about Command Points and detachments. We now have confirmation that detachments will cost CP in 9th, and we know that you get (at least) 1CP at the beginning of your turn in the Command Phase.

For Orks, this means we can expect to probably have less CP than we currently do. As running multiple clans is common, having to take other detachments to get those clans means you can expect to spend at least 1CP per additional clan (I think they mentioned Patrols costing 1CP on the stream). However, we don't have to take as many tax units, as there is no longer a need to have 9 troop choices and 6 HQs for triple Battalion. This is especially good for non-horde Ork armies.

Overall, I'm pretty pleased with it. Hopefully there's other ways to get CP per turn, because I want to use even more of the niche stratagems.

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This sounds great to me since I find the green tide really unappealing. Painting a million orks that take forever to move? Nah, I'd rather have my Kans, Deff Dreads and Big Meks.

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I'm not sure how I feel about points going up on anything. Not with out adding extra wounds to model stats. 
I don't miss the 8 point slugga boys and 9 point shoota boys of 3rd edition with out more weapons range and a proppa choppa, which we'll never see again. 
I hope my group will be open to adopting power levels or something. Points are completely tedious. 
Not sure about the new mission format, my gut reaction is dislike but my some of the group are interested so I know we will give it a shot a few times. I think seeing how it actually works will be better one way or the other in deciding if we like it or not.  Our usual games are team games or FFA with 4 to 6 objectives + kill points as our normal. Or Maelstrom of war, we just do what ever sounds entertaining.  I'd like to see more themed scenario games, for my group. 
I'm interested to learn more about how terrain will change and how that will impact games. We're in the process of changing all the terrain again. I'm looking forward to building more myself. 
also I don't expect the stompa to go down in points cost, it'll probably go up due to the blast weapons rule.  

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So far this week they've talked about art, tanks, blast weapons, and terrain. My Ork-biased thoughts are:

 

  • Oof, boys will be hurtin'
  • Since Vehicles can move and shoot heavy weapons w/o a penalty now, hopefully we get a points break on Battlewagons, 'nauts and the Stompa since they all had that as a rule. Bonus, Mek Guns can move their 3" and shoot! Talk about scoot and shoot.
  • Poor boys
  • Weapons I imagine will get the Blast type: Kustom Mega Kannons/Zappa, Killkannon, the Stompa's kannon (whatever it's called), the old big guns. Maybe some others. As someone who has been playing a Morkanaut for some time, I'm really excited about the chance its main gun gets Blast
  • On the downside, Blast weapons will make a mockery of boys
  • Terrain overall is a huge boost in my mind. Yes, it will be easier for enemies to hide stuff from the immobile Shokk Attack Gun, but given the opportunity to hide our own stuff, I'll take it. And maybe now our big units will actually be able to benefit from terrain?
  • still, 30 boyz will be hard to hide
  • Did I mention it seems like Ork Boyz are going to be easily krumped?

 

Joking aside, I am worried that large units of boys are going to be easily murdered, and even if they make it, will just be screened by tanks that can then blow them up. There's still a lot of rules we haven't seen yet, but between how easy it is to kill 30 boys now and what they've previewed, I'm concerned for the ol' green tide. Hopefully the mentioned Overwatch change is good.

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I am still working on my force one unit at a time(marines aside due to box sets) I have resolved not to buy more units for any army until I have painted the others(I have weak resolve). My plan is a Goff/Boomboyz batt/spearhead. So in some respects I am liking the rules. I see now why they made the mek with KFF so cheap now with the new rules for blast weapons, even though they will undoubtedly raise the points with everything else. I am still doing a big mob of Skarboyz to run with Ghaz and the rest will be transported boyz in trucks and battlewagons.

 

With the new rules, I think Burna-boyz might be a good buy now in minimum sized squads to protect vehicles.

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Overwatch being a stratagem is huge. Definitely a blessing for boys. And we get an equivalently costed stratagem for melee when enemies fall back! It may be only one attack per model (IIRC), but yay balance! I think with the reworked terrain rules and overwatch being a once per turn type deal, kommandos just a whole lot meaner.
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* In the new edition, your charge roll has to be sufficient to reach ALL of the units you have declared a charge against, otherwise your charge is unsuccessful and no models are moved

Taken from todays article on the sisters of battle. Oh boy, that is a significant change.

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