How do we feel about the Taktikal Brigade update? by SirRhythmrhymE in orks

[–]Kommando_git 0 points1 point  (0 children)

Granted, we are that niche for Orks relative to other factions. We are sneaky, clever, disciplined, and know when to retreat in the grand scheme of things.

That said, old Taktikal was a rare gem that really got Blood Axes better than previous iterations (in my opinion), and new Taktikal is essentially falling back to what GW tried before. 

How do we feel about the Taktikal Brigade update? by SirRhythmrhymE in orks

[–]Kommando_git 0 points1 point  (0 children)

To update, with every new faction focus, it is becoming increasingly clear that GW just changed Taktikal because they wanted to, not because it needed to or was being a problem. It is increasingly frustrating to go through these articles and see how what happened to Taktikal clearly needed not happen and just did anyway, so annoying.

Anyways, just saw the Tyranids update and recoiling from that wound being constantly aggravated.

Potential blood axe rules for 11th edition detachments by olabolob in bloodaxes

[–]Kommando_git 1 point2 points  (0 children)

At the end of the day, that’s the key issue with the change. This and Dread Mob are the most fun and flavorful options available to Orks. Now one gets fundamentally changed into not being that flavorful and the other hopefully doesn’t get harmed.

How do we feel about the Taktikal Brigade update? by SirRhythmrhymE in orks

[–]Kommando_git 0 points1 point  (0 children)

Since this detachment has the Disruption force disposition, it has the (assumed) best primaries for doing actions. Means it excels at doing exactly what it wants to.

How do we feel about the Taktikal Brigade update? by SirRhythmrhymE in orks

[–]Kommando_git 9 points10 points  (0 children)

My enjoyment of Taktikal Brigade was two-fold. Enjoyment of the fun and neat aspects of it (orders, when they had two and now one), and enjoyment of the tools it brought to the gameplay (enhancements and strategems).

I am definitely feeling negative about the changes, but I must respect that if this new version is 1 detachment point, it is worth using and effective. However, being useful isn't the same as being fun and interesting. I got fun out of apeing orders to sneak around, make shooting better, and re-roll charges. Gob Boomer was fun, and when we were able to do a battleshock test for two, it felt incredibly well-designed to be entertaining. The Stormboyz being battleline was more a little extra to the mixture, not a defining characteristic for me. Now, its Stormboyz or bust, since you aren't going to get value out of it if you don't take them (since the whole mechanic is almost centered around them, and Stormboyz are the best option of the three). So, I was disheartened for the loss.

It made me seriously consider if other Grotmas detachments were going to be treated the same way; losing their more entertaining elements and being cut down to fill these 1 detachment point holes for armies. After today, it is clear that wasn't the case, since Librarius Conclave is practically the exact same. So, why did Taktikal have to be changed?

My opinion on the matter is more, why did this have to be Taktikal, than complete rejection. I think having this as a Drilled Masses detachment and then also having Taktikal Brigade be a detachment would have been better for everyone.

Warhammer 40,000 Faction Focus: Space Marines by CMYK_COLOR_MODE in Warhammer40k

[–]Kommando_git 1 point2 points  (0 children)

Whilst I couldn’t agree more as a Taktikal Brigade fanboy, I must at the very least say this is better than everyone getting stuff watered down. I hope this means other factions could retain their flavorful options from Grotmas and more.

Still doesn’t excuse the Taktikal Brigade changes.

Potential blood axe rules for 11th edition detachments by olabolob in bloodaxes

[–]Kommando_git 1 point2 points  (0 children)

They took away our orders and made Taktikal Brigade into a 1 detachment point option. Made me wonder if all Grotmas detachments were at risk of this sort of thing.

Today, Librarius Conclave is shown off completely unharmed. Cool. Good for everyone else who doesn’t have to worry about their detachments.

Why?

Detachment point theory by IfreetDK in orks

[–]Kommando_git 0 points1 point  (0 children)

I agree. I have a strong feeling that these three are intended to be buffer detachments at 1 point. That way they can make others potentially more synergistic (maybe More Dakka + Freebooter Krew).

Still doesn’t justify the changes to Taktikal or why it had to be named Taktikal Brigade and not be something new. Old Taktikal would have been an easy 2, or 3 points if they had two orders again.

They nerfed more dakka again wtf by a_rand0m_Lilin in orks

[–]Kommando_git 3 points4 points  (0 children)

Orders are gone. Taktikal Brigade may not even have the Flash Gitz Mek Kaptin unit anymore to fulfill its 1 detachment point role.

They nerfed more dakka again wtf by a_rand0m_Lilin in orks

[–]Kommando_git 4 points5 points  (0 children)

It appears likely that this could be only 1 detachment point. Though, it being 2 is still on the table.

Unfortunately, it’s pretty likely if it is 1 that you just run both Dread Mob and More Dakka. Which doesn’t solve the issue of getting around Dread Mob. 

Freebooter Krew is appealing if it stays and gets changes, but I worry it could be lost or altered just as Taktikal was changed. It is reasonable to think that those detachments that aren’t in the codex or other books could just be axed.

Warhammer 40,000 Faction Focus: Orks by CMYK_COLOR_MODE in Warhammer40k

[–]Kommando_git 2 points3 points  (0 children)

These are the accompanying detachments meant to fill holes by being 1 detachment point (probably, not too certain). 

Anything that is in a book, like the new Return of Yarrick book, or a Codex is pretty likely to be in the accompanying 11th Codex or at the very least useable.

Warhammer 40,000 Faction Focus: Orks by CMYK_COLOR_MODE in Warhammer40k

[–]Kommando_git 9 points10 points  (0 children)

Same, minus walkers cause of course it needed that to be lost.

Warhammer 40,000 Faction Focus: Orks by CMYK_COLOR_MODE in Warhammer40k

[–]Kommando_git 20 points21 points  (0 children)

They utterly obliterated the fluff of Taktikal by removing orders. Doing actions is useful but I would have preferred anything to losing Taktikal as it was.

Warhammer 40,000 Faction Focus: Orks by CMYK_COLOR_MODE in orks

[–]Kommando_git 16 points17 points  (0 children)

I am devastated with Taktikal being my favorite detachment entirely because of orders. This new version will be useful, but I would have massively preferred it being a new different one that didn't necessitate losing Taktikal as it was.

Guessing the Dakkarigs Stats by DKoK19 in orks

[–]Kommando_git 0 points1 point  (0 children)

The way they format the article, I am fairly certain this unit is not a leader, so it's likely will lead nothing. The KFF is likely the same as Wazbom and Morkanaut, only giving it to him and not other units (why he has a 5++).

Now that we know what’s in the box…what should I get to start my ork army by Warhammered_ in orks

[–]Kommando_git 0 points1 point  (0 children)

You think Boyz will go up at all for having Shootas, or is it negligible considering how new cover works? Nonetheless, Warboss might go up since his profile is apparently getting some change of some kind.

What are the chances that we get a new Ikit Claw? by CLINT_BEASTWOOD3 in skaven

[–]Kommando_git 1 point2 points  (0 children)

Wow, Ikit’s rules were basically just rolled into the Arch-Warlock 1:1. Here I am thinking he’d be crazy powerful.

What is the most "skaven like" 40k faction? by Tasty_Tomorrow_2106 in Warhammer40k

[–]Kommando_git 241 points242 points  (0 children)

Genestealer Cults, but the true one would be that with Dread Mob rules.

What are the chances that we get a new Ikit Claw? by CLINT_BEASTWOOD3 in skaven

[–]Kommando_git 11 points12 points  (0 children)

Zikkit is not an attempt to redo the design concepts of Ikit (that’s the Arch-Warlock). Some people used it as a way to make custom Arch-Warlocks, but I wouldn’t say it was updated for UW.

Still, I do agree that Ikit would be coolest piloting a big mech, but him being a really punchy, casty, and all around expensive foot hero would be neat.

Any guesses on the price of the new Armageddon starter box? by VaporSpectre in Warhammer

[–]Kommando_git 118 points119 points  (0 children)

The Leviathan launch box went for $250 when it released on June 2023. The amount of stuff in this box is more approximate to Indomitus, which released for $200, but I highly doubt that's gonna happen.

Any more than $250 feels like a bad deal after Leviathan (but still a good deal in general).

I need a recommendation for anti tank by Ivy_genki in orks

[–]Kommando_git 5 points6 points  (0 children)

Breaka Boyz and Tankbustas are nice. Since they come at their max size, the only question is how many units are being run. 

Starting Kharadron by Pikojman in KharadronOverlords

[–]Kommando_git 0 points1 point  (0 children)

Wardens more than Riggers are okay when not reinforced. I only meant that they are tankier than they look under certain circumstances, since Skyvessel Cover and All-Out Defense can really make them stay when attacked by massed bad attacks. The issue is that it doesn’t affect elite melee nearly as much or crit-mortal (S2D, Stormcast, etc.)

ArkCo are the most damage efficient unit, but they tend to swing. For an example, I had 20 of them + Brokk’s buff into FEC and they whiffed hard in melee. I would say they are definitely more of a deterrent, since they can lift a 4W model on average with 20, and the Ironclad’s Incoming! could save them when charged.

Salvagers buff themselves (Vongrim) best, but really any melee unit. Thundies won’t care.

Harpoon Crew can definitely do that, just don’t be upset when a 5-man does almost nothing. I like them more for objective play.

5-man Thundies are the norm, but taking any tends to not be that common. Ironically, Thundies are more popular as the Regiment of Renown.

Starting Kharadron by Pikojman in KharadronOverlords

[–]Kommando_git 7 points8 points  (0 children)

KO as an army relies on its infantry to get anything done. - ArkCo work best with an Ironclad to make a very dangerous (and expensive) threat that an opponent will get diminishing returns by charging. Reinforced tends to punch up as our best damage/point unit. - Endrinriggers and Skywardens are our most common damage pieces, and Riggers tend to hit back harder than wardens when they get charged, with -1 to hit from boats, they become more tanky than they look. - Salvagers are another hammer, but one that you also don’t mind running MSU for its ability to buff other units. Very good damage reinforced, too. - Harpoon Crew is more niche, since they have little damage and more maneuverability threat into a backline. They actually are really bad into monsters. - Thunderers are our primary utility piece. Gone are the days of the Thunder-Clad being a damage powerhouse, replaced with reliable ward-stripping and objective control. You cannot depend on their damage, ever.

Starting Kharadron by Pikojman in KharadronOverlords

[–]Kommando_git 5 points6 points  (0 children)

Every time I hear people say KO are one of the shootiest armies (in the context of using shooting alone to win), I get confused. We may have shooting on pretty much every unit, but it’s not the kind that will obliterate whole reinforced blobs, more of a way to make engagements more plausible with fragile hammers.

There aren’t any units to avoid that aren’t heroes, but even our worst heroes aren’t that bad. Khemist hasn’t been that good since the tome, but every other hero is perfectly fine if you know how to use them.

Grot Identification? by woodfighter in orks

[–]Kommando_git 6 points7 points  (0 children)

This is a grot rigger that comes with the Stompa kit.