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Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 koooaei wrote:
 Frozocrone wrote:


The 25% rule applies in all types of terrain if the target is a Flyer, Super-heavy Vehicle, Flying Monstrous Creature or Gargantuan Creature. All other targets count as being in cover if they are in or on the
terrain’s base, even if not 25% obsured


they'll probably re-fix it


Automatically Appended Next Post:
 chaosmarauder wrote:


Templates/blasts effect all lvls of ruins - makes burna boyz, cannons and lobbas better


well, that worked exactly like it the whole 7-th edition. Yep, you can hit flyers now, though. However, people rarely use mysterious objectives. At least here.
As for vehicles, 95% times you loose them to shooting - not melee nades. Kanz are still garbage but at least they won't provide a free consolidation move and leave the enemy all bunched up for lobbas. So, it's a good thing, i guess. If only they were 25-30 ppm and not 50, they'd see some more table time.


Even the 50 wouldn't be so bad if they still hit at Str 10, no cowardly Grots, or cowardly grots also used MorkaGorkanaughts and Stompas since they are bigger, and free ranged weapon upgrades.

Fighting crime in a future time! 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Hunam0001 wrote:
Also, weapons with both a ranged profile, and a melee profile, can use both in the same turn now.

Burnas just got much more interesting.
You missed the "unless stated otherwise" part.

Unfortunately, burnas state otherwise.
   
Made in ca
Ork Boy Hangin' off a Trukk




Toronto, Canada

 grendel083 wrote:
Hunam0001 wrote:
Also, weapons with both a ranged profile, and a melee profile, can use both in the same turn now.

Burnas just got much more interesting.
You missed the "unless stated otherwise" part.

Unfortunately, burnas state otherwise.


Drat
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

 koooaei wrote:
 Frozocrone wrote:


The 25% rule applies in all types of terrain if the target is a Flyer, Super-heavy Vehicle, Flying Monstrous Creature or Gargantuan Creature. All other targets count as being in cover if they are in or on the
terrain’s base, even if not 25% obsured


they'll probably re-fix it


Automatically Appended Next Post:
 chaosmarauder wrote:


Templates/blasts effect all lvls of ruins - makes burna boyz, cannons and lobbas better


well, that worked exactly like it the whole 7-th edition. Yep, you can hit flyers now, though. However, people rarely use mysterious objectives. At least here.
As for vehicles, 95% times you loose them to shooting - not melee nades. Kanz are still garbage but at least they won't provide a free consolidation move and leave the enemy all bunched up for lobbas. So, it's a good thing, i guess. If only they were 25-30 ppm and not 50, they'd see some more table time.


But...unless they change it, Kanz also get 'toe in cover' which is kind of neat. Combined with improved rules for their blasts/templates, reduced damage from grenades in CC....they're atleast a little better than before.
   
Made in ca
Fighter Ace






If a dwarf grows an inch, is he still a dwarf?
   
Made in us
Nasty Nob





United States

 slip wrote:
If a dwarf grows an inch, is he still a dwarf?


Yes, and being bigger than the rest also makes him the new warboss

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Battlewagon Driver with Charged Engine





With the new FAQ nerfing of tankbusastas, you can only take 2 tankhammers. A unit of 5 with 1 meltabomb, 2 tankhammers and a nob w/klaw is 130. Still very formidable against vehicles...but twice the price, and missing 2 rokkits. We got hosed.

This message was edited 2 times. Last update was at 2016/05/06 03:44:43


 
   
Made in ca
Gargantuan Gargant






 JimOnMars wrote:
With the new FAQ nerfing of tankbusastas, you can only take 2 tankhammers. A unit of 5 with 1 meltabomb, 2 tankhammers and a nob w/klaw is 130. Still very formidable against vehicles...but twice the price, and missing 2 rokkits. We got hosed.


Yeah no kidding, if tankhammers were still a free switch it wouldn't be as hard a hit but man that sucks. One of the few ways we could ensure that we could crack IK or LR. Killsaws just went up in value.
   
Made in ca
Fighter Ace






What vehicle would two tank hammers be more effective against over four rokkits?
   
Made in ru
!!Goffik Rocker!!






How much tank could a tankbusta bust if a tankbusta could bust tanks?

This message was edited 2 times. Last update was at 2016/05/06 04:48:23


 
   
Made in eu
Flashy Flashgitz






Well, I tried to play the ghazcurion with tankbustas and had to cut a lot of upgrades. Now I'll just take manz in the warband and don't bother.
   
Made in gb
Brainy Zoanthrope






Given the existence of Chaos/renegade knights I think a looted knight with lots of Dakka would be a very orky thing to do. Technically it would be an ally of convenience, but it would fit right in with the fluff.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 hordrak wrote:
Well, I tried to play the ghazcurion with tankbustas and had to cut a lot of upgrades. Now I'll just take manz in the warband and don't bother.


This could be the return of all Ork mobs are just PK delivery systems. The six mobs of Boyz are just ablative wounds for the PK nob in each Fearless mob.

My TB's rarely got in CC with vehicles anyways. Opps at my store would never let it happen. I started to put BC's on my TB Nobz for CC with non-vehicle units.

Fighting crime in a future time! 
   
Made in us
Nasty Nob






 Rismonite wrote:
 Cleatus wrote:
Orks can't ally with themselves, right? They're just all the same faction. Therefore the battle brothers transport restriction doesn't apply here, right?


This.

The battlebrothers thing is meant to try and shutdown different factions of imperials using each other's transports. Not tell an ork with two CADs that painboy in CAD1 can't start with CAD2's nobz in battlewagon.


Wait. Wait. Wait. I think this is actually a problem.

There's Allies, and then there's an Allied Detachment. An Allied Detachment can be composed of any other faction, the only restriction being that it cannot be from the same faction as your primary detachment. However if you bring two or more detachments and/or formations, I think they're technically allies. And if they are from the same faction, they are Battle Brothers. Look at the Allies section or the 7th BRB.

Someone please tell me I'm wrong about this?


My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

 Cleatus wrote:
 Rismonite wrote:
 Cleatus wrote:
Orks can't ally with themselves, right? They're just all the same faction. Therefore the battle brothers transport restriction doesn't apply here, right?


This.

The battlebrothers thing is meant to try and shutdown different factions of imperials using each other's transports. Not tell an ork with two CADs that painboy in CAD1 can't start with CAD2's nobz in battlewagon.


Wait. Wait. Wait. I think this is actually a problem.

There's Allies, and then there's an Allied Detachment. An Allied Detachment can be composed of any other faction, the only restriction being that it cannot be from the same faction as your primary detachment. However if you bring two or more detachments and/or formations, I think they're technically allies. And if they are from the same faction, they are Battle Brothers. Look at the Allies section or the 7th BRB.

Someone please tell me I'm wrong about this?


I don't think its too much of a problem though. In either case, taking double CAD, or Orkurion - its not too hard to put the battlewagon in the detachment you actually want to have the units you want start in it.
   
Made in us
Longtime Dakkanaut




Wichita, KS

 chaosmarauder wrote:
I don't think its too much of a problem though. In either case, taking double CAD, or Orkurion - its not too hard to put the battlewagon in the detachment you actually want to have the units you want start in it.
So long as you don't want to run blitz brigade.
   
Made in us
Battlewagon Driver with Charged Engine





 slip wrote:
What vehicle would two tank hammers be more effective against over four rokkits?
Any 3HP AV10 Rear will go down to 2 tankhammers (6 attacks, 4 hits, usually 3-4 pens...barring bad rolls) + 1 melta (2/3 chance of pen). AV11 too. It's the SHVs that are the problem. And the 30 points.
   
Made in ca
Fighter Ace






 Cleatus wrote:
 Rismonite wrote:
 Cleatus wrote:
Orks can't ally with themselves, right? They're just all the same faction. Therefore the battle brothers transport restriction doesn't apply here, right?


This.

The battlebrothers thing is meant to try and shutdown different factions of imperials using each other's transports. Not tell an ork with two CADs that painboy in CAD1 can't start with CAD2's nobz in battlewagon.


Wait. Wait. Wait. I think this is actually a problem.

There's Allies, and then there's an Allied Detachment. An Allied Detachment can be composed of any other faction, the only restriction being that it cannot be from the same faction as your primary detachment. However if you bring two or more detachments and/or formations, I think they're technically allies. And if they are from the same faction, they are Battle Brothers. Look at the Allies section or the 7th BRB.

Someone please tell me I'm wrong about this?


You're right, but ITC rules allow you to take an allied detachment of your primary faction.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 JimOnMars wrote:
 slip wrote:
What vehicle would two tank hammers be more effective against over four rokkits?
Any 3HP AV10 Rear will go down to 2 tankhammers (6 attacks, 4 hits, usually 3-4 pens...barring bad rolls) + 1 melta (2/3 chance of pen). AV11 too. It's the SHVs that are the problem. And the 30 points.


Tankbustas still have Tank Hunters so that helps quite a bit.

Fighting crime in a future time! 
   
Made in us
Battlewagon Driver with Charged Engine





 PipeAlley wrote:
 JimOnMars wrote:
 slip wrote:
What vehicle would two tank hammers be more effective against over four rokkits?
Any 3HP AV10 Rear will go down to 2 tankhammers (6 attacks, 4 hits, usually 3-4 pens...barring bad rolls) + 1 melta (2/3 chance of pen). AV11 too. It's the SHVs that are the problem. And the 30 points.


Tankbustas still have Tank Hunters so that helps quite a bit.
Yep. Our other big problem is MCs, like *cough* riptides. *cough*. 15 meltabombs exploding on a riptide is a damn fine sight, IMHO. Hopefully they will rescind this FAQ.

Has everyone here gone over to the page and posted complaints yet?

https://www.facebook.com/1575682476085719/photos/pcb.1610528622601104/1610526962601270/?type=3&theater
   
Made in cy
Nasty Nob





UK

Twice, and liked the top 10 posts criticising the ruling.

My only hope is that they FAQ the ruling to read this rule stands for all grenades, except melta bombs.
That would be sweet for Orks.

This message was edited 1 time. Last update was at 2016/05/07 09:34:07


"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in nl
Longtime Dakkanaut






Does anyone know the stats of the new telleport weapon on the flier. Are they the same as the Big mek ones or are they better ?



Automatically Appended Next Post:
All the leaks seem to have listed just the datasheet that makes a reference to a page that never seems to be in those leaks.

This message was edited 1 time. Last update was at 2016/05/07 09:56:22


Inactive, user. New profile might pop up in a while 
   
Made in ru
!!Goffik Rocker!!






 JimOnMars wrote:
 slip wrote:
What vehicle would two tank hammers be more effective against over four rokkits?
Any 3HP AV10 Rear will go down to 2 tankhammers (6 attacks, 4 hits, usually 3-4 pens...barring bad rolls) + 1 melta (2/3 chance of pen). AV11 too. It's the SHVs that are the problem. And the 30 points.


Any 3 hp av10 will go down to regular attacks with tankhunter rerolls. Or to regular boyz. The problem are superheavies and monsters that don't. Now all you have left is overloading them with manz as TB can no longer deal with them point effectively.
   
Made in gr
Tough-as-Nails Ork Boy




Athens

What wing is worth having now with the "flyboss traits"?

I think dakkajets will provide good aerial defence and it is best for dogfights, hopefully we can kill stormravens before they hit the field.

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in ru
!!Goffik Rocker!!






What are the rules for this wings?
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 oldzoggy wrote:
Does anyone know the stats of the new telleport weapon on the flier. Are they the same as the Big mek ones or are they better ?
Same as the Big Mek weapon, but with improved range.
   
Made in gb
Longtime Dakkanaut





UK

Same? Including all the Tellyported rules and Blast size?

Isn't one of the results getting into close combat? EDIT: I was thinking of SAG.

If it was 24" and large blast, yes I could totally get behind that. If that's the case, definite skip for me. Glad I got the last cheaper box before my store restocked with the new one.

This message was edited 1 time. Last update was at 2016/05/07 19:39:12


YMDC = nightmare 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

It is an Assault weapon though, which works with the Waaagh! plane rule.
   
Made in us
Battlewagon Driver with Charged Engine





 koooaei wrote:
 JimOnMars wrote:
 slip wrote:
What vehicle would two tank hammers be more effective against over four rokkits?
Any 3HP AV10 Rear will go down to 2 tankhammers (6 attacks, 4 hits, usually 3-4 pens...barring bad rolls) + 1 melta (2/3 chance of pen). AV11 too. It's the SHVs that are the problem. And the 30 points.


Any 3 hp av10 will go down to regular attacks with tankhunter rerolls. Or to regular boyz. The problem are superheavies and monsters that don't. Now all you have left is overloading them with manz as TB can no longer deal with them point effectively.
Yep, and MANZ will get swiped by smash, so at best we break even.
   
Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

Just a question, what's the best way to deal with infantry heavy guardsmen armies?

To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
 
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