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Made in us
Regular Dakkanaut





Rocking the Suburbs, MA

A friend noticed on the train into work this morning that the Ork Mob up rule says that the Orks can use there model count to replace there leadership. If they’re over 10 they are fearless.

The Ork base leadership is a seven. Does this mean that if your squad is below seven you can use their model count to make the squad intentionally run? This would make your leadership lower than normal.

This could create advantageous situations for Ork players.
   
Made in us
Shas'la with Pulse Carbine





Yes you could but chances are that the unit that failed is most likely below 50% and would not be able to regroup.

The best scenario would be to have 6/12 orks left from a trukk boy squad and use LD6 instead of 7.

Visit http://www.ironfistleague.com for games, tournaments and more in the DC metro area! 
   
Made in us
Regular Dakkanaut





Rocking the Suburbs, MA

But wouldnt that be the point of it? Say for instance you drop a unit to 4 orks, they use their mob size for ldr, and run. They roll a 4 you roll a 4 you catch up to him 7 inches away which incidently is 7 inches closer to the waaagh behind the unit you just smoked. It is the orks turnz and they mob up and choo choo choo you to death with their waaaaghhh train.

Makes the charge that could not be possible, possible
   
Made in au
[MOD]
Making Stuff






Under the couch

moosifer wrote:They roll a 4 you roll a 4 you catch up to him 7 inches away




If you both rolled a 4 for the Sweeping Advance, the running unit is destroyed, and the winner consolidates D6".

So who (and how) are they catching 7 " away?

 
   
Made in us
Drone without a Controller





I think someone is still playing 3rd Edition.

I learned from a 3rd Edition player who didn't even own the 4th edition rulebook, so I know the symptoms.

The summary of this part of the rules is both sides do I+d6 (if certain conditions are met), if the winner wins the roll (or ties it), the other unit is destroyed (d6" movement) or else the loser wins and successfully breaks away (normally 2d6), the winner gets to consolidate 3".
   
Made in us
Storm Trooper with Maglight



Milwaukee, WI

moosifer wrote:But wouldnt that be the point of it? Say for instance you drop a unit to 4 orks, they use their mob size for ldr, and run. They roll a 4 you roll a 4 you catch up to him 7 inches away which incidently is 7 inches closer to the waaagh behind the unit you just smoked. It is the orks turnz and they mob up and choo choo choo you to death with their waaaaghhh train.

Makes the charge that could not be possible, possible


I think mobbing up is gone now. Kind of a pity, it was a really fluffy rule.

18th Gamtilla Secundus Dragoon Guards Regiment: “The Lord Governor’s Own” 
   
Made in se
Regular Dakkanaut




Mobbing upp is gone, fun rule yes but messy.

As for Mob Ld test, yes, the ork mob may always choose to use the number of orks in the unit rather than using the Ld value of the mob.

As far as I know there is still some confusion as to what the mob rule Ld target for non fearless related Ld tests for a mob of more than 10 orks is.
Say for example that my wierdboy that has joined a unit of 20 ork boyz tests for his psycic power, does he roll against Ld 7 (highest in the unit) or 21 (number of orks in the unit) or some other value (10 has been suggested by some).
This however does not seem to be an issue for this thread.

Using the nasty tactic of increasing the break chance of an ork unit is however more sinister than it may at first seem.

True, most of the time its not wise to use it for ork mobs, once the mob has been withered down to <7 the few remaining orks may as well be allowed to take their chances with their natural Ld7 but gretchin mobs is a different matter alltogether.

As the rules stand a runtherd has the mob rule and thus may choose to substitute his natural Ld 7 with number of orks in the mob, as you must get 1 runtherd for every 10 gretchin this meens a mob of 30 gretchin and 3 runtherds is a mob of 33 models but it only has 3 orks in it.

This meens it is a perfect mob to take charges against facilitating a countercharge by the ork mob moving upp just behind the grechin screen.

Such a unit is only 120 points and it has a very good chance of failing a break test.

The more beardy 19 gretchin, 1 herder unit is alarmingly cheap coming at a mere 67 point and while the 33 model strong unit has a very low chance of succeding on a Ld test a 20 strong unit has 0% chance as you can not roll a 1 on 2D6.

Stelek wrote:Dude, you cannot FNP MC CC attacks. I don't care how you "read" the rules. I even don't care if you are correct and GW says you can. lol
In short GW rulings are void!  
   
 
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