Switch Theme:

The ork armour save.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Prospector with Steamdrill




I am new and have a question in the ork rulebook it says a ork can have it's head chopped off but the head and body will continue to live"? Why does the game give the orks a 6 plus armor save even though they have such tough skin and last so long after they are "technically" dead? Would someone help me?

2500 pts
Dwarfs 4000pts
 
   
Made in au
Stormin' Stompa






YO DAKKA DAKKA!

Orks have a high toughness - armour save represents external protection. Bear into account that an ork wearing a silk shirt and no pants would probably still get the 6+ save.

This thread should probably be moved to a 40K topic, unless you want to change the thread title to something more fitting for the 'Introductions' topic... but Welcome to Dakka either way!

This message was edited 2 times. Last update was at 2008/12/31 05:29:40


 
   
Made in us
Prospector with Steamdrill




I don't care there skin is better than any stupid space marine armour. And also do I have to rewrite it?

This message was edited 1 time. Last update was at 2008/12/31 05:44:57


2500 pts
Dwarfs 4000pts
 
   
Made in us
Prospector with Steamdrill




Are you there ratty?

2500 pts
Dwarfs 4000pts
 
   
Made in ca
Serious Squig Herder






There is a way to counter their bad armor save...

It's called 'ARD BOYZ.

blarg 
   
Made in dk
Stormin' Stompa





The real answer to you question, is that there is a huge difference between what is called "fluff" - the background, the small stories, the flavour text, the mood setter (basically every codex says that their warriors are the toughest, best and baddest) and the actual rules.

This is just the way things are in the 41. millenium.

-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."

18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000


 
   
Made in au
Quick-fingered Warlord Moderatus






To get an idea of why the fluff is sometimes not the same as the rules, read The Imperial Infantryman's Uplifting Primer

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
Made in gb
Dakka Veteran







I love the uplifting primer, battlesuits are for bedwetters and orks are 3 feet tall!!!

This message was edited 1 time. Last update was at 2009/01/02 11:17:31


"The fusion core can't take it cap'n" Techpriest 'Scotty' Valtex, shot for insubordination

See my WIP thread at http://www.dakkadakka.com/dakkaforum/posts/list/221633.page 
   
Made in us
Dominar






Looks like this thread is just about done. So to shamelessly threadjack, the 'Ard Boyz upgrade... with the KFF and that 4+ armor save costing 2/3 of the total model while only adding 50% survivability, a more accurate pricing would be 2 points. Thoughts?
   
Made in gb
Ridin' on a Snotling Pump Wagon






Nope.

Because you are increasing the survivability of an entire MOB of Orks, not just the individual. This is a significant improvement, especially with their already decent T4.

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in us
Dakka Veteran





Just to throw gas on the fire. A blind Space Marine in the 40K novals was able to kill a whole squad of orks. So rethink how tough orks are to them.

1850 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1000 and counting 
   
Made in us
Dakka Veteran







Mad Doc Grotsnik
180 Gretchin with Cybork body

TOUGH

"Success consists of going from failure to failure without loss of enthusiasm." 
   
Made in us
Dominar






Mad Doc Grotsnik wrote:Nope.

Because you are increasing the survivability of an entire MOB of Orks, not just the individual. This is a significant improvement, especially with their already decent T4.


I don't really see your point (so you could very well be arguing in favor of mine, no idea). 5 squads of 30 boyz with PK nobs and a KFF Big Mek costs 1160 pts, 151 models with a 5+ cover save. It'll take an average of 200 wounds to kill them off with shooting, or 175 wounds with melee combat.

4 squads of +2 pt. 'Ard Boyz and a Big Mek sans KFF costs 1135 pts, 121 models with a 4+ armor save and a Big Mek with a 6+ armor save. It'll take 180 wounds to kill them off with shooting, and most likely 180 wounds in close combat as well. Against low AP or power weapons they perform less well than normal Tshirt Orks against both shooting and melee.

So, if anything, 'Eavy Armor is overcosted at even 2 pts per model.

   
Made in gb
Ridin' on a Snotling Pump Wagon






You can only have one unit of 'Ard Boyz though. And they are filthy nasty in that they can go in front of the non-Ardboyz, giving the normal Boyz a longer lasting skirmish screen to hide behind.

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Not to mention that you can have a mob which rides in a Trukk or Battlewagon be Ardboyz, substantially improving their durability given that they have a lower ceiling for unit size due to the space limitations of the transport.

Ard Boyz also give you the ability to increase the durability of a mob which you want to have pperate away from the Big Mek. Sometimes it's tactically valuable to have an element which is not dependent on staying in KFF range.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in us
Dominar






... Thus reflecting a points cost increase. However, my whole point is not that 'Ard Boyz are equal to Regular Boyz, simply that the 'Eavy Armor increase is so expensive that nobody ever takes it. How many winning builds have you seen taking 'Eavy Armor?
   
 
Forum Index » 40K You Make Da Call
Go to: