Jump to content

Welcome to The Bolter and Chainsword
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

9th Orks Thoughts


  • Please log in to reply
37 replies to this topic

#1
jgascoine011

jgascoine011

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 441 posts

Having seen most of the leaks, i was wondering what peoples thoughts on the new codex are.

 

Personally, i think this would be a pretty stong 8th codex...but for 9th its probably the weakest codex to come out so far...allthough it does look kind of fun to play.

 

Their big weaknesses are that for a combat army they dont seem to have any access to any "fight last" abilities which is huge.

A lot of their strats, relics, and WLT's are kind of meah. They only good thing i suppose is that their strats are so bad that you dont mind spending the CP on extra WLT's and relics.

They also dont seem to have many buffing characters. Like deathguard have a tallyman etc, admech and sisters have a bunch, space marines have a couple such as chaplain etc. The painboy, and the beast snagga alternative is pretty poop, a 6+++ is just not worth it.

 

Gretchin seem like hot garbage. Compare them to deathguard pox walkers. For the same points you get +1S, +1T, +1A, a aura of -1 hit, object secured, a 6++, and are fearless. Gretchin get a crappy gun and a even worse combat attrition modifier.

 

With the changes to mob rule, the points increase, and the loss of green tide strat, I cant see anyone really running hordes of orks anymore. Its too easy to loose a few to shooting, then more to combat attrition. Personally i think the best way to run them is min units in transports.

 

The ability to only have 1 warboss per detachment i kind of understand but also hate. Its far too limiting in what you can actually take.

There also doesnt appear to be any upgrades you can give you characters. Like sisters have the ability to take away invuns, space marines can upgrade to chapter master, drukhari can upgrade to become master archon etc

 

I also hate the removal of cork screw from the scrapjets. That was super cool and made them interesting.

 

 

The Good:

The squigs (including characters) are pretty decent and look super fun. I was scared they were going to be hidiously over pointed but they are probably about right.

The kill rig is interesting and is again about the correct points cost. The hunta rig is pretty pointless though, cant really see why you wouldnt just spend the extra 30 pts.

The Kommandos are also fairly decent. I would expect to see a lot of people running min sqauds of 3 of them.

Warbikes, deffkoptas, killkans and deffdreads are again all decent choices. 

 

 

In the end, the book looks like a fairly balanced codex which is nice to see that GW can actually do that...but it probably lacks a lot of the tools/mechanics it needs to be competitve in 9th, especially against the new 9th codex's. 



#2
jgascoine011

jgascoine011

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 441 posts
Oh anothner thing i just noticed:
You cant give a kustom job to a unit of vehicles, so for example if you take a unit of 3 squig buggies, you cant give them nitro squigs...golly gee?

Edited by toaae, 21 July 2021 - 11:55 PM.
fixed random font changes


#3
01RTB01

01RTB01

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,640 posts
I really disagree with your issue on 1 warboss per detachment. Including named characters we've gone from 10 choices to 18/19. Characters was an area that was really limited but now we have a huge bunch of unprecedented choice again.

Characters can be upgraded via the equivalent of mek kustom jobs so for example you can run a shokk attack gun at 2d3 shots instead of d6.

Buggies I only currently have one of each so the kustom jobs are neither here nor there. For those wanting to run squadrons then it's frustrating I guess but ways round it.

I'd like to see more access to specialist mobs and I'll be emailing GW because they should be akin to CP.

If I play a brigade I can take one, if I play a patrol they can take one. There needs to be, imo, a scaling system akin to command points.
Signature not compliant with forum rules.
Hidden Content

#4
dreadmad

dreadmad

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 331 posts
  • Location:Nottingham UK
  • Faction: Necrons
Are there Kustom Jobs in the new book? I've looked through the leaks and haven't spotted them, unless you mean the Specialist Mobz (e.g. Trukk Boyz)

New Necron Plog & Batrep thread.

 

Necrons in 9th W19/ D1/ L9

-------------------------------------------------------------------------------------------------------------------------------


My finshed Tzeench army log here.


gallery_48988_15808_10055.pnggallery_48988_15808_16184.png


#5
Burni

Burni

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 1,370 posts
  • Location:Liverpool

Yeah, there's kustom jobs in there. There's a newer imgur leak which shows them, linked in the other 9th Ork thread (I don't want to keep linking to it incase it's against forum rules?)



#6
jgascoine011

jgascoine011

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 441 posts

I really disagree with your issue on 1 warboss per detachment. Including named characters we've gone from 10 choices to 18/19. Characters was an area that was really limited but now we have a huge bunch of unprecedented choice again.

Characters can be upgraded via the equivalent of mek kustom jobs so for example you can run a shokk attack gun at 2d3 shots instead of d6.

Buggies I only currently have one of each so the kustom jobs are neither here nor there. For those wanting to run squadrons then it's frustrating I guess but ways round it.

I'd like to see more access to specialist mobs and I'll be emailing GW because they should be akin to CP.

If I play a brigade I can take one, if I play a patrol they can take one. There needs to be, imo, a scaling system akin to command points.

 

No idea where you are getting 18/19 from. But even then, you take 1 warboss/wartrike and you are limited to 4 other choices: 2 are psykers and 2 are big meks, plus a few special characters.

 

As for the custom jobs, there is no way around it. You can take each 1, once per army and you cant give it to a vehicle unit...so they are terrible. I honestly dont see the issue of having a unit with them.

 

And you can email GW all you want, the codex is out and the specialist detachments are set. Hilariously i dont think trukk boys even works, because the rules for it say you cant take 12  <clan> infantry, but then if you take trukk boys they must replace their clan with <trukk boys>. So say you are playing goffs, the trukk could carry 12 goff infantry, but the trukk boys are not goffs, they are trukk boys loooool.



#7
Warhead01

Warhead01

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,144 posts
  • Location:Crescent City Fl.
  • Faction: The Deleted.

I guess I don't understand the problem with the limitations on the Warboss. Why would I ever field more than 1 in an army.  


 


  • 01RTB01 likes this

uberwolve 15/01/03 - 6/18/17  username replaced 

http://warhead01.blogspot.com/
Fix Bayonets! 
Hail Hail Freedonia! 

 


#8
01RTB01

01RTB01

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,640 posts


I really disagree with your issue on 1 warboss per detachment. Including named characters we've gone from 10 choices to 18/19. Characters was an area that was really limited but now we have a huge bunch of unprecedented choice again.

Characters can be upgraded via the equivalent of mek kustom jobs so for example you can run a shokk attack gun at 2d3 shots instead of d6.

Buggies I only currently have one of each so the kustom jobs are neither here nor there. For those wanting to run squadrons then it's frustrating I guess but ways round it.

I'd like to see more access to specialist mobs and I'll be emailing GW because they should be akin to CP.

If I play a brigade I can take one, if I play a patrol they can take one. There needs to be, imo, a scaling system akin to command points.


No idea where you are getting 18/19 from. But even then, you take 1 warboss/wartrike and you are limited to 4 other choices: 2 are psykers and 2 are big meks, plus a few special characters.

As for the custom jobs, there is no way around it. You can take each 1, once per army and you cant give it to a vehicle unit...so they are terrible. I honestly dont see the issue of having a unit with them.

And you can email GW all you want, the codex is out and the specialist detachments are set. Hilariously i dont think trukk boys even works, because the rules for it say you cant take 12 <clan> infantry, but then if you take trukk boys they must replace their clan with <trukk boys>. So say you are playing goffs, the trukk could carry 12 goff infantry, but the trukk boys are not goffs, they are trukk boys loooool.

🤦 Are you really going to be like this?...

I counted them.

You do know what an FAQ is don't you? You do realise that points and power levels have been updated several times in the year that 9th has existed.

The trukk boys wording is clearly and error and not intended. Anyone arguing otherwise isn't worth the time of playing quite frankly.

You also realise this is 9th edition so there's been 8 other iterations of the rules? Things always have changed and always will.
  • Oxydo and Metzombie like this
Signature not compliant with forum rules.
Hidden Content

#9
01RTB01

01RTB01

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,640 posts
With one warboss per detachment you have a choice of:
Warboss
Megaboss
Wartrike
Beastboss
Beastboss on squigosaur
Mozrog
Badrukk
Ghazghkull

Thereafter you have:
Wurrboy
Weirdboy
Megamek
Shokk attack gun mek
KFF Mek
Painboss
Makari
Zodgrod
Zagstruk
Snikrot

Oh look, 18 choices... You could take 6 detachments and still not have used all the warboss options.
  • Gorgoff likes this
Signature not compliant with forum rules.
Hidden Content

#10
jgascoine011

jgascoine011

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 441 posts

 

 

I really disagree with your issue on 1 warboss per detachment. Including named characters we've gone from 10 choices to 18/19. Characters was an area that was really limited but now we have a huge bunch of unprecedented choice again.

Characters can be upgraded via the equivalent of mek kustom jobs so for example you can run a shokk attack gun at 2d3 shots instead of d6.

Buggies I only currently have one of each so the kustom jobs are neither here nor there. For those wanting to run squadrons then it's frustrating I guess but ways round it.

I'd like to see more access to specialist mobs and I'll be emailing GW because they should be akin to CP.

If I play a brigade I can take one, if I play a patrol they can take one. There needs to be, imo, a scaling system akin to command points.


No idea where you are getting 18/19 from. But even then, you take 1 warboss/wartrike and you are limited to 4 other choices: 2 are psykers and 2 are big meks, plus a few special characters.

As for the custom jobs, there is no way around it. You can take each 1, once per army and you cant give it to a vehicle unit...so they are terrible. I honestly dont see the issue of having a unit with them.

And you can email GW all you want, the codex is out and the specialist detachments are set. Hilariously i dont think trukk boys even works, because the rules for it say you cant take 12 <clan> infantry, but then if you take trukk boys they must replace their clan with <trukk boys>. So say you are playing goffs, the trukk could carry 12 goff infantry, but the trukk boys are not goffs, they are trukk boys loooool.

Are you really going to be like this?...

I counted them.

You do know what an FAQ is don't you? You do realise that points and power levels have been updated several times in the year that 9th has existed.

The trukk boys wording is clearly and error and not intended. Anyone arguing otherwise isn't worth the time of playing quite frankly.

You also realise this is 9th edition so there's been 8 other iterations of the rules? Things always have changed and always will.

 

 

Wow, some people on here are really GW fan boyz lol.

Ok so lets start with the FAQ and points/power levels. Well for 1 an FAQ is not an update to points but we will skip that. 2) Other than the odd thing such as gretchin the points are actually fairly well balanced and as GW likes things in multiples of 5 i doubt they will actually change.  3) The FAQ's and most erratas are rules clarificatons. Very rarley will GW actually change a whole rule. And 4) GW's points changes have been so irratic, incosistant and arbitrary. Hell even there erratas have been so inconsistant. Just look at when deathguard came out. They gave them a rule in the codex, then errata'd it to have 0 use, then just removed the errata.

 

Yes i agree the trukk rule is obviously an oversight, I just thought it was funny that a trukk boy cant go inside a trukk.

 

I have been playng 40k for donkeys years now, and in that time i can think of about 2 or 3 instances where GW has listened to the community and changed a rule. 1) was with the broken iron hands list in 8th. Infact, thats probably the only time. Hell, even listining to the play testers of 9th it appears GW didnt listen to what they were saying.
If you want GW to change the way speicialist detach
ments work you would have more luck winning the lottery, buying the company, and changing it yourself, than emailing GW



#11
01RTB01

01RTB01

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,640 posts

I'm not a GW fanboy but you're been ridiculous. You present an argument, it's countered so you resort to mockery...


Signature not compliant with forum rules.
Hidden Content

#12
jgascoine011

jgascoine011

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 441 posts

With one warboss per detachment you have a choice of:
Warboss
Megaboss
Wartrike
Beastboss
Beastboss on squigosaur
Mozrog
Badrukk
Ghazghkull

Thereafter you have:
Wurrboy
Weirdboy
Megamek
Shokk attack gun mek
KFF Mek
Painboss
Makari
Zodgrod
Zagstruk
Snikrot

Oh look, 18 choices... You could take 6 detachments and still not have used all the warboss options.

Yea sure if you want to have -ve CP.

The problem is, is that you take 1 warboss and it lock you out of half the HQ choices.

After than you have a bigmech (sorry but i count that as 1, thats like saying a daemon prince with wing and a daemon prince without wings are 2 seperate things. No its that same thing lol). And even then, the bigmechs and painboss are pretty pointless. So are most of the named HQs. Like what does makari actually do? Same with zodgrod. The other HQs are interesting, but you can even see GW being worried about the actuall lack of HQs by allowing you to take named HQs in different kulturs



#13
01RTB01

01RTB01

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,640 posts

 

With one warboss per detachment you have a choice of:
Warboss
Megaboss
Wartrike
Beastboss
Beastboss on squigosaur
Mozrog
Badrukk
Ghazghkull

Thereafter you have:
Wurrboy
Weirdboy
Megamek
Shokk attack gun mek
KFF Mek
Painboss
Makari
Zodgrod
Zagstruk
Snikrot

Oh look, 18 choices... You could take 6 detachments and still not have used all the warboss options.

Yea sure if you want to have -ve CP.

The problem is, is that you take 1 warboss and it lock you out of half the HQ choices.

After than you have a bigmech (sorry but i count that as 1, thats like saying a daemon prince with wing and a daemon prince without wings are 2 seperate things. No its that same thing lol). And even then, the bigmechs and painboss are pretty pointless. So are most of the named HQs. Like what does makari actually do? Same with zodgrod. The other HQs are interesting, but you can even see GW being worried about the actuall lack of HQs by allowing you to take named HQs in different kulturs

 

 

In a 2k game I'd only run one battalion, 1 warboss plus a mek and/or a painboss is fine imo. Not sure what else you're wanting?

 

Whether you think they're pointless or not, the options and variety are there. A mek with SAG vs a mek with KFF are totally different and perform different roles. Not sure why you can't see that other than to be awkward.

 

Also not sure how you can say there's a lack of HQs when the numbers have pretty much doubled from the last codex.

 

I also never said that an FAQ was for points, I'm aware of that. I've played since 1993 so please don't treat me like some form of idiot. Your tone is argumentative and patronising. This will be my last reply as I'm not interested. Based on your comments why don't you go play Drukhari or ad mech. You can spam away and I'm sure you'd be happier.

 

Plenty has changed over the years, you're just asserting without evidence. Not. Interested. 


  • Gorgoff likes this
Signature not compliant with forum rules.
Hidden Content

#14
jgascoine011

jgascoine011

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 441 posts

Ok I have thought of a few fun lists and if anyone has anything constructive to add that would be great.

 

So the 1st list

Goffs

HQ

Beastboss on squigosaur.

 - WLT: Proper Killy

 - Relic: Beasthide mantle

He can do 8(9) S6(7) Ap-3 D2 attacks plus 3 S7 AP-4, D3 attacks, all with exploding 6s and is pretty tanky with -1D, a 5++, and a 5+++.

 

Weird boy

 - warpath & fists of gork

 

Elites

3x5 Kommandos

 - Squig bomb in each

Forward deploy to basically, release the squigs and tie up units/road block.

 

2x5 Nob on Bikers

 - 5 Big choppas in each

Not actually sure if these are elites or fast attack right now, GW and Forgeworld keep changing their minds with this unit.

But either way, they are decent screen clearing units/primaris killers.

 

Fast Attack

3x5 Squig Riders

 - Each with a squig bomb.

Looks like such a good unit. So cheap for what they can actually do.

 

Nob on Smasha Squig

 - WLT: Beastgob (-1CP)

 

Nob on Smasha Squig

 - WLT: Brutal but Kunnin'

 - Relic: Heapwoppa Killchoppa

 

Troops

4x10 Beast Snaggas

 

Transport

2 Trukks

 

Heavy Support

Kill rig

 - WLT: Ard as Nails (-1CP)

 - Roar of mork & Spirit or Gork.

 

Starts off with 7CP which is not too bad seeing as most of the strats are pretty mediocre.

Its also pretty fluffy.

 

 

 

If the nobz on bikes are fast attack, then i would needto run this as a patrol and outrider, in which case the list would pretty much stay the same but it would cost me 3 extra CP, putting me down to a pretty poor 4CP.

If doing that I would probably drop 2 beastsnagga units for 2 boyz units and make them trukk boyz. That would save me 40 points. If i found another 15 i could take makari and run it as a battalion and patrol for a 5CP starting position.



#15
Warhead01

Warhead01

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,144 posts
  • Location:Crescent City Fl.
  • Faction: The Deleted.

Not sure if I could help or not. Just wondering where  your getting the Nob Bikers from, they're not in the codex anymore. Probably the FW book? In either case I thought they were elite choices. Have to ask though, why Goffs? 


uberwolve 15/01/03 - 6/18/17  username replaced 

http://warhead01.blogspot.com/
Fix Bayonets! 
Hail Hail Freedonia! 

 


#16
jgascoine011

jgascoine011

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 441 posts

Not sure if I could help or not. Just wondering where  your getting the Nob Bikers from, they're not in the codex anymore. Probably the FW book? In either case I thought they were elite choices. Have to ask though, why Goffs? 

 Yea the nob bikers are forgeworld now.

 

So there are a few reasons for goffs.

1) The +1S on the charge is pretty big, it means your beast snaggas are wounding T3 models such a wyches on 2s, Deathguard on 3s etc.

2) The exploding 6s just plays to orks strengths, orks have a bunch of attacks so getting more is a good thing. Its also pretty good with the squigs as each time they fight they get exploding 6s with both the rider and the squig. Then the strat boosts that even further

3) The other klans are kind of meah.

Snakebites would be the obvious one, and the new character is pretty amazing...but i have a strat for +1 to wound on most of my stuff already, and the semi transhuman doesnt really do much. If it worked upto S9 then i would take it, as a lot of the stuff the i am worried about are S8 (dark lances etc) then i would take it.

Deathskulls does very little, as i expect most of my kommandos to die pretty early on, and the rest of my infantry is already OS. Their relic and WLTare also pretty meah.

Bloodaxe's is probably the only other one i would consider, in which case i would try get more nobz on smasha squig and maybe replace the squigosaur with the wartrike and take the do mortal wounds when you charge WLT.

Freebootas doesnt really help all that much.

The last two are really for more shooting armies i feel, with evil suns being good for buggy theamed armies, and bad moonz being more for infantry shooting armies



#17
Inquisitor_Lensoven

Inquisitor_Lensoven

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 2,780 posts
  • Location:C-Bangity
  • Faction: Paenito Angelus, Black Dragons


Not sure if I could help or not. Just wondering where your getting the Nob Bikers from, they're not in the codex anymore. Probably the FW book? In either case I thought they were elite choices. Have to ask though, why Goffs?

Yea the nob bikers are forgeworld now.

So there are a few reasons for goffs.
1) The +1S on the charge is pretty big, it means your beast snaggas are wounding T3 models such a wyches on 2s, Deathguard on 3s etc.
2) The exploding 6s just plays to orks strengths, orks have a bunch of attacks so getting more is a good thing. Its also pretty good with the squigs as each time they fight they get exploding 6s with both the rider and the squig. Then the strat boosts that even further
3) The other klans are kind of meah.
Snakebites would be the obvious one, and the new character is pretty amazing...but i have a strat for +1 to wound on most of my stuff already, and the semi transhuman doesnt really do much. If it worked upto S9 then i would take it, as a lot of the stuff the i am worried about are S8 (dark lances etc) then i would take it.
Deathskulls does very little, as i expect most of my kommandos to die pretty early on, and the rest of my infantry is already OS. Their relic and WLTare also pretty meah.
Bloodaxe's is probably the only other one i would consider, in which case i would try get more nobz on smasha squig and maybe replace the squigosaur with the wartrike and take the do mortal wounds when you charge WLT.
Freebootas doesnt really help all that much.
The last two are really for more shooting armies i feel, with evil suns being good for buggy theamed armies, and bad moonz being more for infantry shooting armies
I like the klan that extends shooting ranges for dakka and heavy, what would you call their 6s get extra AP? Piercing 6s?
I don’t think I’ve seen a similar rule elsewhere yet so it’ll be interesting to see how that plays out. Also as I read that, that rule isn’t limited to shooting or melee, so choppas can be AP-2

Edited by Inquisitor_Lensoven, 23 July 2021 - 02:26 AM.

The answer is on the floor -Shihan John Roseberry

#18
Gloomfoe

Gloomfoe

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 127 posts
He didn't say they don't have a lot of HQ's, he said they don't have a lot of buffing characters. Do we really need 5 different kinds of warboss that all do the same thing? It's pretty terrible honestly. Even the new painboss is literally just a painboy with the snagga keyword, and he takes up an HQ slot. Zogrod is also bad, runtherders are still useless. Grots...are pointless. You need two characters, a specialist mob, and 2CP to make them even have a point.

It's a huge nerf to a codex that was already struggling.

#19
Inquisitor_Lensoven

Inquisitor_Lensoven

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 2,780 posts
  • Location:C-Bangity
  • Faction: Paenito Angelus, Black Dragons

He didn't say they don't have a lot of HQ's, he said they don't have a lot of buffing characters. Do we really need 5 different kinds of warboss that all do the same thing? It's pretty terrible honestly. Even the new painboss is literally just a painboy with the snagga keyword, and he takes up an HQ slot. Zogrod is also bad, runtherders are still useless. Grots...are pointless. You need two characters, a specialist mob, and 2CP to make them even have a point.

It's a huge nerf to a codex that was already struggling.

interesring, I’m new to orks, but your reaction seems to be in the minority over all.
The answer is on the floor -Shihan John Roseberry

#20
Warhead01

Warhead01

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,144 posts
  • Location:Crescent City Fl.
  • Faction: The Deleted.

 

He didn't say they don't have a lot of HQ's, he said they don't have a lot of buffing characters. Do we really need 5 different kinds of warboss that all do the same thing? It's pretty terrible honestly. Even the new painboss is literally just a painboy with the snagga keyword, and he takes up an HQ slot. Zogrod is also bad, runtherders are still useless. Grots...are pointless. You need two characters, a specialist mob, and 2CP to make them even have a point.

It's a huge nerf to a codex that was already struggling.

interesring, I’m new to orks, but your reaction seems to be in the minority over all.

 

Maybe, Maybe not.  
I agree having several warboss is not of a lot of value, except for shaping the kind of army you want to play. Space Marines have a lot of different Captains. So it's kinda the same. 
I was shocked at seeing a 7+ save on grots. I don't get it. why have a save at all, but I recall them having a  save of a - (Dash mark)  at one point or that was something related to their ranged weapon, can't really recall which for sure.  
While I think there is some good stuff in the codex I feel it's as bad as 9th edition, not really a fan of either. 
I think there's going to be a split opinion between the competitive players, or people who have only competitive players to play with and everybody else. 
Or I have misunderstood what's being said. 
 


uberwolve 15/01/03 - 6/18/17  username replaced 

http://warhead01.blogspot.com/
Fix Bayonets! 
Hail Hail Freedonia! 

 


#21
Inquisitor_Lensoven

Inquisitor_Lensoven

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 2,780 posts
  • Location:C-Bangity
  • Faction: Paenito Angelus, Black Dragons


He didn't say they don't have a lot of HQ's, he said they don't have a lot of buffing characters. Do we really need 5 different kinds of warboss that all do the same thing? It's pretty terrible honestly. Even the new painboss is literally just a painboy with the snagga keyword, and he takes up an HQ slot. Zogrod is also bad, runtherders are still useless. Grots...are pointless. You need two characters, a specialist mob, and 2CP to make them even have a point.

It's a huge nerf to a codex that was already struggling.

interesring, I’m new to orks, but your reaction seems to be in the minority over all.
Maybe, Maybe not.
I agree having several warboss is not of a lot of value, except for shaping the kind of army you want to play. Space Marines have a lot of different Captains. So it's kinda the same.
I was shocked at seeing a 7+ save on grots. I don't get it. why have a save at all, but I recall them having a save of a - (Dash mark) at one point or that was something related to their ranged weapon, can't really recall which for sure.
While I think there is some good stuff in the codex I feel it's as bad as 9th edition, not really a fan of either.
I think there's going to be a split opinion between the competitive players, or people who have only competitive players to play with and everybody else.
Or I have misunderstood what's being said.
there will always be a split between those who play with competitive lists and those who don’t.
My biggest beef with 9th is the smaller tables, and now how GW is trying to dictate terrain layouts.

Seems like they’re intentionally trying to hurt shooty armies between that and making the game all about playing objectives.
The answer is on the floor -Shihan John Roseberry

#22
jgascoine011

jgascoine011

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 441 posts

 

 

He didn't say they don't have a lot of HQ's, he said they don't have a lot of buffing characters. Do we really need 5 different kinds of warboss that all do the same thing? It's pretty terrible honestly. Even the new painboss is literally just a painboy with the snagga keyword, and he takes up an HQ slot. Zogrod is also bad, runtherders are still useless. Grots...are pointless. You need two characters, a specialist mob, and 2CP to make them even have a point.

It's a huge nerf to a codex that was already struggling.

interesring, I’m new to orks, but your reaction seems to be in the minority over all.

 

Maybe, Maybe not.  
I agree having several warboss is not of a lot of value, except for shaping the kind of army you want to play. Space Marines have a lot of different Captains. So it's kinda the same. 
I was shocked at seeing a 7+ save on grots. I don't get it. why have a save at all, but I recall them having a  save of a - (Dash mark)  at one point or that was something related to their ranged weapon, can't really recall which for sure.  
While I think there is some good stuff in the codex I feel it's as bad as 9th edition, not really a fan of either. 
I think there's going to be a split opinion between the competitive players, or people who have only competitive players to play with and everybody else. 
Or I have misunderstood what's being said. 
 

 

 

The grots 7+ save means they get a 6+ in cover, but i actually think they have a rule that gives them a 5+ save in cover. Either way, they are pretty terrible.

There are a few issues with the codex.

I think that people who played with the 8th codex and dont want to go out a drop a tonne of cash on the new stuff are probably going to hate it. Its pretty much killed the old lists. Lootas, mek guns, boyz, and the buggies all got hit pretty hard. With the boyz there is pretty much 0 reason to run them as a horde now. And while stats wise they are pretty balanced when compared to the new beast snaggas, there are not really any strats for boyz, but a few for beast snaggas.

 

If you are just wanting to start orks, then the codex is probably about as good as the 8th codex so long as you go for the new stuff. 

Beast snaggas, squig riders (inc characters), deffkoptas, kommandos, kill rigs are all pretty decent. 
The reason why its not stronger are the lack of buffs and debuffs. Especially not having a fight last ability which, imo, means its probably the weakest of the 9th codex's right now. I just cant see the other 9th ed codex's breaking much of a sweat over the new orks. The codex will do alright for a few months as its still one of the 1st armys to come out, but as more and more of the books start to come out, its probably going to start slipping. 

I do like 9th ed and its probably been the best eddition so far (especially compared to the finaly stages of 5th, and the censored.gif show that was 6th and 7th), and the missions do make the game slightly more interesting other than just kill stuff. But I also hate GWs terrain rules. Both the actual rules and the way they suggest to set up terrain. Its far to limiting on movement but doesnt actually do much.

 

And i think people have to claifiy what they mean when they say "competitve" players. Nobody wanted orks to be the next admech or drukhari. But for me personally, i want the models that i have spent a tone of $$$ on and hours painting to actually be able to be useful in a game. I am not going to waste my time and money on things like painboys or zodgrod, for them to do absolutly nothing. I dont find that particulary fun.
 

 

Of course, all of what i have just said will most likey change in a few weeks when orks get their DLC...


Edited by jgascoine011, 23 July 2021 - 08:04 PM.


#23
Gloomfoe

Gloomfoe

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 127 posts
I think it's a conspiracy. Release a crappy codex with new models, sell a bunch cuz half of the people who buy don't understand/care about the rules. Then in a month release DLC, then in another month release the "actual" codex that makes Orks good. Believe me, they want you to buy both codexes and the DLC
  • Inquisitor_Lensoven likes this

#24
Galron

Galron

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 1,180 posts
  • Location:Orlando FL
  • Faction: main Iron Warriors

While I dont think they have been hit as bad as Necrons, How I used them has been nerfed badly. I played a shooty army with a detachment of Goffs, which has been improved barring the loss of Scarboyz who have been in the game since I started playing back in 2e. My main force though was a custom built Boomboyz force with multiple battlewagons and such. I almost pulled the trigger on 3 Kill tanks just before covid struck. Will have to see if the faq benefits them.

 

Now though, a massive loss in firepower having lost dakka dakka and all the benefits of Boom Boyz. Ill wait for battlescribe to be updated so I can play with some list ideas conveniently.

 

In the past I have had Blood Axe armies and with the beautiful new models I might look into a combined force of Goffs and Blood Axes. Kromlech has some amazing ww2 ork models and trucks especially. Hopefully they will have something special for Orktober.


Yes, I am here all the time because this is the last 40k forum I can access from work. You would think they wanted me to do work or something....


#25
Perry

Perry

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 959 posts
I'm not a competitive player but there's a few lil combo's that have caught my interest.

The Big Mek Teleporta Blasta looks pretty fun now and Big Meks have BS4, stick the Ded Shiny Shoota relic on him and you have alot of decent high damage Dakka.

Ghaz's Battlewagon, go for the 5++ upgrade or Squighide Tyres to get him closer...




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users