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Made in gb
Waaagh! Warbiker





Page 416.

Deffwing Nutta.

Codex: Bad Moons 
   
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Dribble Joy wrote:A recent Throne of Skulls tourney was won by and Ork list that included Snikrot. He was used to distract/split the fire of the armies he was up against by plonking a unit of orks on their back lines.


heh interesting. The way I could see it being useful is if you were able to infiltrate or occupy a really nice piece of cover and just like go to ground, causing the enemy to waste more fire power than they would like.

There may be other uses for them but the main tactic from 5th of coming on and assault suiciding something dangerous is definitely gone
   
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Tampa, FL

mondry wrote:
Beer4TheBeerGod wrote:

1) Move into base contact with a fresh enemy model.
2) Move into base contact with a previously engaged model.
3) Move within 2" of a squad mate.



This is what makes it possible to fail hiding your nob on the charge. In the previous post's example if you charge 9 inches with enemies 5 inches away, you HAVE to engage each enemy model in base to base, so if you have 20 boyz and they have 10 of whatever, 10 boyz will essentially surround them in b2b. Then step 2 says you have to move any more orks in range into contact with a previously engaged guy, so most of the orks are now engaged. Finally, step 3 your nob gets pulled within 2 inches of a mate and is now engaged.

Clearly the more boyz you have and the less models the enemy being charged has makes a big difference in being able to hide your nob, on top of how many extra inches you make on the charge. Assuming this is all correct in some ratio's / situations it does seem impossible to "always hide your nob" though. Realistically, you probably should be able to "most of the time" IF you didn't roll a huge charge / needed distance difference and / or have a lot of boyz to enemy models.

If you needed 8 inches and roll 9 for example, it would be much much easier to keep the nob unengaged as your front units wouldn't be able to surround the enemy in most cases and limit the amount of bodies needed to fulfill 1) and 2) and you can move on to 3). Then you just need a 1 boy barrier between the engaged b2b boyz and the nob because step 3 only says "move within 2" of a squad mate" So move the nob 2 inches away from that "barrier" boy and you're good to go. I think that would work but could be wrong.


Did you ignore this post?

wtwlf123 wrote:
OP wrote:26.) You can now throw tankbusta bombs. Throw, as in 8" AP4 assault 1.



I couldn't find this anywhere. Where is this listed?


Pg. 42 of Ork codex under Tankbusta Bombs:

"Tankbusta bombs are used just like krak grenades, except that they have an armor penetration of 2d6 + 6."

The FAQ doesn't change how Tankbusta Bombs work, so they still work like they do in the codex.

Pg. 62 of the BRB, under Krak Grenades -> Shooting:

"When a unit armed with krak grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon."

EDIT: Dribble gives the simpler answer

This message was edited 1 time. Last update was at 2012/08/11 16:56:50


 
   
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Waaagh! Warbiker





AresX8 wrote:Did you ignore this post?

While they can move up to the distance rolled, they are still forced by the rules for moving assaulting models to move where possible into BtB or so they are engaged.

Deffwing Nutta.

Codex: Bad Moons 
   
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Kharrak wrote:Again, I can't see me dropping my Kanz. Their effectiveness, particularly with blast clipping in 6th, is too tempting.


Don't forget that with blast weapons (like the grotzooka), kills are taken from the front lines as in regular shooting attacks, not as "precision shots" hits you get with barrage weapons (like lobbas).
   
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In the Casualty section of a Blood Bowl dugout

Ascalam wrote:I'm afraid that they now suck diseased donkey, most times.

You can't assault on the turn you come in, rendering Snikrot a tad useless.

The heavy weapons the squad carries 'might' do some damage, just like in 5th, but the squad is basically overpriced boyz in paper armour, who will die come the enemy shooting turn.

In 5th you could pretty much guarantee tying up/killing a devestator team or killing a vehicle with them when they dropped in, but in 6th they really aren't worth it.

Was just about to buy a unit of them, plus Snikrot. I'm glad I asked!

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9th Age Fantasy Rules

 
   
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Decrepit Dakkanaut






Burtucky, Michigan

AresX8 wrote:
mondry wrote:
Beer4TheBeerGod wrote:

1) Move into base contact with a fresh enemy model.
2) Move into base contact with a previously engaged model.
3) Move within 2" of a squad mate.



This is what makes it possible to fail hiding your nob on the charge. In the previous post's example if you charge 9 inches with enemies 5 inches away, you HAVE to engage each enemy model in base to base, so if you have 20 boyz and they have 10 of whatever, 10 boyz will essentially surround them in b2b. Then step 2 says you have to move any more orks in range into contact with a previously engaged guy, so most of the orks are now engaged. Finally, step 3 your nob gets pulled within 2 inches of a mate and is now engaged.

Clearly the more boyz you have and the less models the enemy being charged has makes a big difference in being able to hide your nob, on top of how many extra inches you make on the charge. Assuming this is all correct in some ratio's / situations it does seem impossible to "always hide your nob" though. Realistically, you probably should be able to "most of the time" IF you didn't roll a huge charge / needed distance difference and / or have a lot of boyz to enemy models.

If you needed 8 inches and roll 9 for example, it would be much much easier to keep the nob unengaged as your front units wouldn't be able to surround the enemy in most cases and limit the amount of bodies needed to fulfill 1) and 2) and you can move on to 3). Then you just need a 1 boy barrier between the engaged b2b boyz and the nob because step 3 only says "move within 2" of a squad mate" So move the nob 2 inches away from that "barrier" boy and you're good to go. I think that would work but could be wrong.


Did you ignore this post?



You need to read THIS VV down HERE VV once more.

Dribble Joy wrote:
AresX8 wrote:Did you ignore this post?

While they can move up to the distance rolled, they are still forced by the rules for moving assaulting models to move where possible into BtB or so they are engaged.





So again, its possible to pull off, but no way is it every time like your making it out to be.
   
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Tucson, AZ

Dribble Joy wrote:Page 416.


Great. Thanks.

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Dover

Tankbusta bombs are a form of grenades and if you check the weapon reference in the rulebook they have armourbane etc and are great. Another answer to land raiders. All tankbusta's are equipped with them standard.

W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) 
   
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Waaagh! Warbiker





Though only one member of a mob may throw a grenade per shooting phase, just make sure it's the guy without a rokkit.

Deffwing Nutta.

Codex: Bad Moons 
   
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Nurgle Predator Driver with an Infestation




Dover

Give the squad a tankhammer and let him throw it, or if your fielding a large squad of tankbusta's like 10 - 15, a Nob can throw it, seeing as he can't have a rokkit at all.

W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) 
   
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Decrepit Dakkanaut






Burtucky, Michigan

6th edition has definitely made me happier I made a mob of bustas
   
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Oregon, USA

Orkaswampa wrote:Give the squad a tankhammer and let him throw it, or if your fielding a large squad of tankbusta's like 10 - 15, a Nob can throw it, seeing as he can't have a rokkit at all.



Um, where did you ge the idea that the Tankbusta nob doesn't have a rokkit launcha?

Pg 99 Ork Dex - 'He may replace his rokkit launcha with - a power Klaw'

May, not must


Automatically Appended Next Post:
The Nob is on the Pics page on pg 74, under Tankbustas.

He's the one with the rokkit launcha and greatcoat.

This message was edited 1 time. Last update was at 2012/08/12 15:32:43


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
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Tucson, AZ

KingCracker wrote:6th edition has definitely made me happier I made a mob of bustas


Me too. I can take one less Bomb Squig now that one of the dudes can throw a tankbusta bomb instead of shooting a rokkit/releasing a Squig.

And ya, the Tankbusta Nob has a Rokkit unless you replace it with a PK.

Edit:

Also, do you think they're gonna errata Fighta Ace so that it gives the BS bonus against fliers? It appears that the original intent of the rule was to have them work against them, but because they were all erratad to no longer be skimmers, this doesn't work anymore...

And another:

Now than MaNz S&P prevents moving flat out, and that extends to the unit, if they're in a Trukk, does that prevent the Trukk from moving flat out too?

This message was edited 2 times. Last update was at 2012/08/12 15:55:41


- Imperial Fists - 7290
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Oregon, USA

The Trukk is a seperate unit, so no.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
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Tucson, AZ

Good. Thanks.

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
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Decrepit Dakkanaut






Burtucky, Michigan

wtwlf123 wrote:
KingCracker wrote:6th edition has definitely made me happier I made a mob of bustas


Me too. I can take one less Bomb Squig now that one of the dudes can throw a tankbusta bomb instead of shooting a rokkit/releasing a Squig.

And ya, the Tankbusta Nob has a Rokkit unless you replace it with a PK.

Edit:

Also, do you think they're gonna errata Fighta Ace so that it gives the BS bonus against fliers? It appears that the original intent of the rule was to have them work against them, but because they were all erratad to no longer be skimmers, this doesn't work anymore...

And another:

Now than MaNz S&P prevents moving flat out, and that extends to the unit, if they're in a Trukk, does that prevent the Trukk from moving flat out too?




If players arnt letting you use FIghta Ace against other fliers, they are being a dick. Because thats what the rule is meant for. But yes, something that big of a fudge up, they HAVE to FAQ it eventually. Or we wait for our new codex
   
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wtwlf123 wrote:Also, do you think they're gonna errata Fighta Ace so that it gives the BS bonus against fliers? It appears that the original intent of the rule was to have them work against them, but because they were all erratad to no longer be skimmers, this doesn't work anymore...

The ibook version has updated the Fighta Ace rules to include fliers apparently.

Deffwing Nutta.

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Tucson, AZ

I wish I could get an iBook version without an iPad.

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Dallas, TX

Ok, please help. For the last 2 games against Blood Angels I have been struggling against ~15 Death Company+ Chaplain+Land raider.

The only way I can deal with a land raider is to assaulting it, but whomever assaults the landraider is going to die the next turn.

Any ideas?
   
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Don't assault it? Or try to pop it early on and just shoot them to bits. Also, what are you running?

This message was edited 2 times. Last update was at 2012/08/13 02:34:53


 
   
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Dallas, TX

I run nob Bikerz Shoota Boyz, lootaz, and Kannons. And you can't just wait for this unit to come out. They will kill whatever unit they hit when they assault.

And you can't shoot them until they get out of the land raider.
   
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Biker Nobz should thrash Death Company.

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Then don't let them assault you. Pit all your kannons against them, until the landraider dies.Then shoot them to death.

This message was edited 1 time. Last update was at 2012/08/13 03:25:49


 
   
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Dallas, TX

Right now I only have 3 Kannons, but even if I ran 9 Kannons I would only average .75 Hull points per turn. And against a land raider you have 2 turns of shooting at most before it's in assault range.

Death company in a land raider have the same threat assault range as a Nob Biker squad, and at range the land raider is going to win any match up against Nob Bikerz.

I could always use my Bikerz as a deterant and just keep taking shots, until my Kannons can crack open the Land Raider. The problem with this is I'm going to be taking a lot of fire, losing bikers until the land raider goes.

   
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central florida

mrfantastical wrote:Right now I only have 3 Kannons, but even if I ran 9 Kannons I would only average .75 Hull points per turn. And against a land raider you have 2 turns of shooting at most before it's in assault range.

Death company in a land raider have the same threat assault range as a Nob Biker squad, and at range the land raider is going to win any match up against Nob Bikerz.

I could always use my Bikerz as a deterant and just keep taking shots, until my Kannons can crack open the Land Raider. The problem with this is I'm going to be taking a lot of fire, losing bikers until the land raider goes.



You should have the other Kannons tomorrow..

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Big Guns Tutorial

Skarpteef's How to's on Orkiness 
   
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san diego

touch the raider with a warboss. 3+ to hit then 5 to pen is decent odds.

once the DC come out, shoot them with the lootas/tankbustas/etc.

for 40k

skaven for fantasy. for the under empire!........but it isn't a game anymore.

for infinity 
   
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Water-Caste Negotiator






Just a heads up Burna Wagons are so awesome! Played Nids the other day, lost the game but was looking like i was gonng get tabled turn 3 until my burna wagon came out to play. My own warphead blew one of my battlewagons killing half the boys inside lol what are the chances, passes his test and rolls two ones then a 6 on the pen table lol, not sure im gonng use him again. So i deff rolled over a squad of termis, the remaining squad attenpted to charge it, lol wall of fire is unbelievable! he then charged with his carnifex and that got barbied. I loved my boomgun, it was very succesful even though i was using a small template instead of a large lol whoops.

In regards to Nids I don't think I can leave home without my Nob with PK. He has the chance of killing a Carni or Hive in one round of combat and thats just something I cannot let go of. The idea of the big shootas on nobs are good but Id rather have PK over the chance of allocating maybe 1 or 2 big shoota hits.

So far I am 1 win (against Tau) and 1 Loss (against Nids) but I made some big mistakes and had some bad luck. It is looking great for Orks in this edition!

ATO

1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
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Orange and White see the Gallery. 
   
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Ork Admiral Kroozin Da Kosmos on Da Hulk






mrfantastical wrote:Right now I only have 3 Kannons, but even if I ran 9 Kannons I would only average .75 Hull points per turn. And against a land raider you have 2 turns of shooting at most before it's in assault range.

Death company in a land raider have the same threat assault range as a Nob Biker squad, and at range the land raider is going to win any match up against Nob Bikerz.

I could always use my Bikerz as a deterant and just keep taking shots, until my Kannons can crack open the Land Raider. The problem with this is I'm going to be taking a lot of fire, losing bikers until the land raider goes.



Maybe open up a new thread calling for help against blood angels? Those threads tend to also attract both ork and BA players, which allows you to listen to both sides. And if you do, post a list of your collection. There no point in suggesting battlewagons to you, if you don't have any

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
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mrfantastical wrote:but whomever assaults the landraider is going to die the next turn.

Does that matter? Orks excel at the disposable unit better than anyone other than IG.

Is it his only vehicle? Then stuff a small unit of tank bustas into it. It's their job after all.

Meganobs? They should be able to stand up to a charge from the death company and you can always stick any PF hits on a WB.

If else, bait them or ignore them. Let them charge something, then have at them once they're in the open. Or simply let them run around while you deal with the rest of his force. They aren't scoring anyway. Try a refused flank, in a recent game I used it to keep a unit of 'stealers out of combat until turn five.

This message was edited 1 time. Last update was at 2012/08/13 10:23:13


Deffwing Nutta.

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