Foot megaboss is a straight buff on a 10 man unit : his second ability was basically unusable so you really only ever got +1 attack. It could fail (2+). And there was no incentive to fight with him. Now it’s like a +8+[number of brutes] attacks. And you’re pretty much guaranteed a Waaagh! token.
Smash through is less consistent yes. But because it's not a pile in anymore, it's MUCH stronger. Because you can actually 2D6 move out of combat and then pile in again because you charged. So it's 1000% stronger. Just less consistent. And it's a rampage, so you still get to pile in even if you fail that ability. And actually it's even stronger than you think because on your turn, you can reposition out of range of your opponents rampages/abilities because you do yours first. It's REALLY good, when it works.
@@DrScotaviousyeah biggest buff they could do is downsizing the base ^^. I proxied Kragnos with a MK on a 100mm and it fits just fine. 120 would be perfect. 160 is ridiculous
Give us back our true smashing an bashing , an gives us back our rend. We need our consistent damage back. I can deal with not having our turn one aplha strike, but come on they neutered ironjawz, an just when Kruleboys started doing good they nerf them too.
It's painfully obvious GW wrote the orruk tome at the start of 4e, or before the edition even started, and thus had absolutely no real data on how orruks _actually_ perform in 4e to work from. Ironically, the "it's literally just a copy-paste of the index" strategy they've been using to write all the other times would've been much, MUCH better than the manure we ended up getting here.
@@UberPwner09 The one thing that I like is that Ard boyz can shield bash every combat, only on charges felt very inauthentic and counter to the way the unit wants to work as a slow meat grinder.
Gore-gruntas riders now get an extra attack and that is an attack that gets buffed by abilities. That might be better.
Foot megaboss is a straight buff on a 10 man unit : his second ability was basically unusable so you really only ever got +1 attack. It could fail (2+). And there was no incentive to fight with him. Now it’s like a +8+[number of brutes] attacks. And you’re pretty much guaranteed a Waaagh! token.
What are ironjawz actually supposed to be good at in 4th?!!! So frustrating
What are those changes from? Cannot find them on official GW website.
They just need to realize they messed up and bring back all the 3.0 battle scrolls and rules back for Orruk.
Okay maybe not ALL. Kruleboyz would be happy if they leave our Dirty Tricks aline
Smash through is less consistent yes. But because it's not a pile in anymore, it's MUCH stronger. Because you can actually 2D6 move out of combat and then pile in again because you charged. So it's 1000% stronger. Just less consistent. And it's a rampage, so you still get to pile in even if you fail that ability. And actually it's even stronger than you think because on your turn, you can reposition out of range of your opponents rampages/abilities because you do yours first. It's REALLY good, when it works.
Wish his base was a lil smaller so you could actually move him with that 2d6 roll. 10in move with a 7in base is soooo lame
Yeah, that's fair.
@@DrScotaviousyeah biggest buff they could do is downsizing the base ^^. I proxied Kragnos with a MK on a 100mm and it fits just fine. 120 would be perfect. 160 is ridiculous
Give us back our true smashing an bashing , an gives us back our rend. We need our consistent damage back. I can deal with not having our turn one aplha strike, but come on they neutered ironjawz, an just when Kruleboys started doing good they nerf them too.
How could gw screw up so badly?
They’re GW, they always find a way!
It's painfully obvious GW wrote the orruk tome at the start of 4e, or before the edition even started, and thus had absolutely no real data on how orruks _actually_ perform in 4e to work from. Ironically, the "it's literally just a copy-paste of the index" strategy they've been using to write all the other times would've been much, MUCH better than the manure we ended up getting here.
@@UberPwner09 The one thing that I like is that Ard boyz can shield bash every combat, only on charges felt very inauthentic and counter to the way the unit wants to work as a slow meat grinder.
Ironjawz not looking great- but still better than Kruleboyz who got wrecked.
Yeah… sad times
waaagh