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![[Post New]](/s/i/i.gif) 2008/02/13 23:58:04
Subject: 5th edition Orks: Does the biker boss lose "must take" status?
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Longtime Dakkanaut
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What do you guys think?
for those without the PDF I'll paraphrase the 'newish' IC targeting rules. ICs within 2" of a friendly unit automatically join it. But ICs not in a unit can be freely targeted.
So does he need a bike unit to babysit him? If hes just going to be joined at the hip to a parent unit, would it save points to just leave him on foot? He can run every turn and gets better protection. With the new 'eligible to attack' CC rules, power klaws in units especially IC power klaws got better. Would this change help him operate in a team better, instead of being a loner?
Could it be that we will see double mek lists or mek/warphead lists after this subtle but important change to IC rules?
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![[Post New]](/s/i/i.gif) 2008/02/14 01:42:40
Subject: Re:5th edition Orks: Does the biker boss lose "must take" status?
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Trollkin Champion
North Bay, California
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Well AV14 is a huge problem for orks in 4th. In 5th, it only gets worse. Much, much worse. Because S8 can't destroy closed top vehicles, orks are left with very slim pickings for viable AV14 AT.
Nothing ranged that isn't random S.
Nob PKs, Biker Boss, and Wreckin Balls for close combat.
Zapp guns, Wierd Boyz, and SAGs for random S ranged. (Wierd Boyz are the most reliable, then Zzaps, then SAGs.)
Out of those options, the Biker Boss is still the best choice. Then probably the Wierd Boy. Then nob claws or zzap guns tied for third.
*sigh* If only tanks bustas still had tank hunters.
I don't know the best way to deal with the new IC rules. I do know he's all we got so we better make him work somehow.
-Leo037
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"Of course the people don't want war. But after all, it's the leaders of the country who determine the policy, and it's always a simple matter to drag the people along whether it's a democracy, a fascist dictatorship, or a parliament. Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism." -Hermann Goering (high ranking Nazi)
So it goes.
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![[Post New]](/s/i/i.gif) 2008/02/14 02:00:11
Subject: Re:5th edition Orks: Does the biker boss lose "must take" status?
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Regular Dakkanaut
Odessa, TX
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I don't think that there is anything saying that he can't leave the unit once the time comes ...just that so long as he is within 2" of his "screening" unit he has to join it (and will be fearless so long as the unit stays healthy).
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![[Post New]](/s/i/i.gif) 2008/02/14 22:17:28
Subject: Re:5th edition Orks: Does the biker boss lose "must take" status?
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Longtime Dakkanaut
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He definitely can fling himself out of a unit to charge something independently. I'm not thinking he's getting any less deadly. It's just a matter of all ICs needing to be babysat directly a bit more. And on a model that you plan to turbo boost with, i could see having a hard time keeping a safety unit nearby to protect him without slowing him down a bit.
Cypher makes a great point about armor 14. Bike boss is still a great ork for the job, but he can't really strike out on his own. Although a few tankbusta bombs can pen armor 14 if you plant enough of them, I also lament the loss of tankhunters on the tank hunter unit. Doesn't make a whole lot of sense. Quad close combat weapon dreads can also run up to tanks and output a ton of str10 attacks. And if you took a mek would only be worth 1kp to your opponent and you could start him on the table in 'dawn of war' deployment.
hmm, looks like hes still going to be good enough for some to take him all the time. I don't think anyone would be 'crazy' not to take him in 5th, just so long as they have an answer to armor 14 somewhere else in their list.
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