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Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Yeah, It's hard to imagine this game getting any more IoM-centric.
   
Made in us
Longtime Dakkanaut




Indiana

How many points is that squad of vangaurd vets? How do they compare in effectiveness? Cant make an arguement without doing the cost benefits comparison.

Stormboys look good, especially if timed with the wagghh

Interested to see how the bombers work with the new rules

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Reading the rulebook...

- Strength is still capped at 10.
- Abilities that set stats are used after modifiers. So Mob Rule would always overrule negative modifiers.
- Charging through terrain is 3d6, drop highest dice.
- If you allocate one wound to a model with a better save/multiple wounds, you must keep allocating wounds until it either dies or no wounds are left to allocate. Taking the first wound on the nob doesn't work anymore.
- The highest, unmodified initiative is used for sweeping advances. It's time that the world learns about our warboss' initiative of 4.
- You may only multi-assault if you can not reach the primary target, as well as losing the charge attack and furious charge bonus. There is really no reason to multi-charge with orks anymore.
- You can attempt to regroup normally as long as 25% are allive. No further limitation.
- You can also attempt to regroup normally if you have less than 25% of your models alive, if an independet character is joined to the unit.
- You always regroup on , no matter how many models are alive.
- Fleet allows you to reroll one or two of your charge rolls. So if you roll , you are allowed to just reroll the .
- A biker warboss makes a unit he joins unable to use fleet given by the Waaagh!
- IC no longer have move through cover or skilled rider.
- Slow and Purposeful prevents running, Overwatch and Sweeping Advances. It no longer slows normal or charge movement
- Bikes can never be pinned or go to ground, but get Hammer of Wrath and ignore Terrain when charging unless it's a barricade or Aegis defense line.
- A biker warboss can now smash dreads without worrying about instant death
- Big Gunz are T7 W2 3+. Statistically it's the same as before, except you don't need an adamantite skull to understand it. Your opponents always have to wound against T7 when shooting the crew. That's right, T7 models for 3 points a piece
- All models in an artillery unit must shoot the same target, including ICs.
- If bored, warbosses, MANz or stormboyz can now throw a single stikkbomb for a S3 blast. Totally not worth a single point, but nice if it's free anyways.
- Any 6 rolled to hit in combat or shooting by a nob or IC allows you to decide who gets shot. TL-Shoota anyone?
- Badrukk will be the bane of valuable models, being able to shoot three S7 AP2 ignore cover shots with three rerolls to hit, allocating half of his hits however he likes.
- A challenged character's ld can not be used if he refuses. Nice against anyone not bringing the strength to beat down a nob.
- If da boss is in a challenge with a single enemy, every five boyz that are watching allow a reroll of either to hit, to wound or saves. Charging an MC with 30 boyz? 5 rerolls to hit or wound!
- Deny the witch is 6+ for all units, 5+ if any amount of weirdboyz are in the unit.
- Still unclear whether deff rollas are hull.
- All vehicles may move 6" instead of shooting if they have not tank shocked. Fast vehicles may move 12", for a total of 24" for trukks.
- Shaken prevents shooting any kind of ordnance or blast weapons.
- Penetrating hits count as two wounds for the purposes of combat resolution. I guess, if your warboss picks up a rhino and breaks it in half, even marines run for the hills. It is possible to lose combat against vehicles that deal damage during the assault phase.
- Passengers can fire overwatch. Assaulting any kind of ork vehicle suddenly become an extremely stupid idea - especially for burna wagons. This counts towards combat resolution.
- Burna bommers may fire only two skorcha missiles per turn.
- Open-topped no longer reduces the strength of explosions.
- Vehicles and passengers may fire snap-shots after ramming.
- Bikers can use their 4+ armor against wounds from terrain.
- Gretchin going to ground in area terrain still get a 3+ cover save.
- Almost all command traits are useless to orks. Personal traits are hit-and-miss, some are great, some are not, depending on who your warlord is, and you have a chance of simply getting furious charge again. Irony has it that strategic traits are all pretty good for orks.
- The KFF can protect necron, tau, CSM and imperial guard vehicles. It also works for all our mistrusted allies, but moving them into KFF range will result in lots of red buttons being everywhere.
- High chance of night fighting either at the beginning or end of all regular missions.
- All objective missions have silly objectives that provide stealth, shoot at planes or explode.

This message was edited 5 times. Last update was at 2012/06/30 20:45:02


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. 
   
Made in gb
Fresh-Faced New User





Could someone point me in the direction of a ruling for cover saves on squadrons? If only 25% needs to be covered, like on single vehicles, does that mean I only need one killa kan in range of the KFF to get the 5+ for the whole unit?

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






You allocate hits to the closest vehicles, then roll for penetration, then take saves.
Vehicles can only take cover saves if they are obscured, obscured does not have a majority rule.

So only if the kan currently getting hit is within 6", it would be able to use the 5+ save.

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. 
   
Made in gb
Waaagh! Warbiker





I'm liking deffkoptas more.

Can move 36" if they forgo shooting. They also have the jinking special rule, so get a 5+ cover save on top of their two wounds. Kitted with TL rokkits, they will probably strip HPs off vehicles nicely. And they get a hammer of wrath attack on the charge, which is a nice bonus.
   
Made in se
Sneaky Kommando




Gothenburgish

So, heard from a mate that furious charge no longer give +1 ini, can someone confirm?

And has there been any change as to how "scout" and "infiltrate" works?

Can blitza bommaz "zoom" 36" and still drop a bomb? As a zoom isn't flat out, and I couldn't find anything about it in the new faq...

//Calle

 
   
Made in gb
Waaagh! Warbiker





Jag_Calle wrote:So, heard from a mate that furious charge no longer give +1 ini, can someone confirm?

And has there been any change as to how "scout" and "infiltrate" works?

Can blitza bommaz "zoom" 36" and still drop a bomb? As a zoom isn't flat out, and I couldn't find anything about it in the new faq...

//Calle


Correct about furious charge.

Scout is similar, as is infiltrate.

I think one big ork buff is snap fire. Our army was based around a poor BS, so we put out a lot of shots. Now that snap fire is BS1, we seem to be quite good at it. So, a unit wanting to charge a squad of 20 shoota boyz has to weather 40 shots, 6 or 7 of which will hit. In addition, moving vehicles get to snap fire with all weapons. So, dakkawagons or rokkitwagons seem more tempting.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

doctorludo wrote:I'm liking deffkoptas more.

Can move 36" if they forgo shooting. They also have the jinking special rule, so get a 5+ cover save on top of their two wounds. Kitted with TL rokkits, they will probably strip HPs off vehicles nicely. And they get a hammer of wrath attack on the charge, which is a nice bonus.



I was reading the book some today at my brothers house, so I may be misremembering, but if you scout move you cannot assault that turn yes? If so, I think that makes koptas even worse then before
   
Made in au
Liche Priest Hierophant







I never assaulted using my deffkoptas unless it was viable, I just had them for bombing runs
   
Made in us
Krazed Killa Kan






Jidmah wrote:
- Abilities that set stats are used after modifiers. So Mob Rule would always overrule negative modifiers.
.


Thanks for this post.

Does that Psychic power that strips fearless and forces a morale check still affect units that are Fearless under Mob Rule?

Jidmah wrote:

- Deny the witch is 6+ for all units, 5+ if any amount of weirdboyz are in the unit.


lol, only for the unit? They are really determined to make sure nobody uses Wierdboyz.

This message was edited 1 time. Last update was at 2012/06/30 22:33:14


Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Fafnir wrote:I think I just broke 6th ed with that one, actually.

Play objective game.
Put objective in bottleneck.
Take unit of Boyz and Ghazzy, place within the bottleneck.
Put Ghazzy up front.
Free objective.


Look Out, Sir! is on Wound Allocation, instead of taking armor saves. So he isn't sharing his 2+ with anyone. Either he rolls it on his armor and Ghaz takes wounds (or saves it), or you take the Look Out, Sir!. If it passes, another Ork gets the wound on him. (For example, he passes a bolter round onto an Ork Boy, at S4 AP5, so the boy dies.)

Thank god.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in gb
Waaagh! Warbiker





KingCracker wrote:
doctorludo wrote:I'm liking deffkoptas more.

Can move 36" if they forgo shooting. They also have the jinking special rule, so get a 5+ cover save on top of their two wounds. Kitted with TL rokkits, they will probably strip HPs off vehicles nicely. And they get a hammer of wrath attack on the charge, which is a nice bonus.



I was reading the book some today at my brothers house, so I may be misremembering, but if you scout move you cannot assault that turn yes? If so, I think that makes koptas even worse then before


This is true. I always used them as a mobile, passably accurate rokkit platform for hitting side armours. From this point of view, they look better.
   
Made in us
Krazed Killa Kan






Wow, I guess Deffkoptas are T5 too...that's awesome. Now strength 8 can't ID them and they can fall back on a 5+ save. Now there's some competition in Fast Attack.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in gb
Waaagh! Warbiker





Correct. You only use the modified toughness now.
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Guys, i'm afraid the Snap-shot Burnas we'v ebeen getting gleeful about doesn't work.

You can only overwatch with weapons you can snap fire with.

Per snap fire (pg 13) template weapons can't snap fire.

I'd be happy to be wrong. I'm only about 20 pages in so far.

'some weapon types, such as Template and Ordinance, or those with certain special rules, such as blast, cannot be fired as snap shots. It's important to note that any shooting attack that does not use a Ballistic Skill ... cannot be 'fired' as a snap shot.

This message was edited 1 time. Last update was at 2012/06/30 23:15:22


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
 
   
Made in us
Krazed Killa Kan






Cool. That should deter a Psydread from attacking one.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in au
Liche Priest Hierophant







Ascalam wrote:Guys, i'm afraid the Snap-shot Burnas we'v ebeen getting gleeful about doesn't work.

You can only overwatch with weapons you can snap fire with.

Per snap fire (pg 13) template weapons can't snap fire.

I'd be happy to be wrong. I'm only about 20 pages in so far.

'some weapon types, such as Template and Ordinance, or those with certain special rules, such as blast, cannot be fired as snap shots. It's important to note that any shooting attack that does not use a Ballistic Skill ... cannot be 'fired' as a snap shot.


Template (not blast) weapons can overwatch, but cause D3 auto hit attacks at the weapons str and AP
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Ok.. some inconsistency there then

Not surprising, all things considered

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
 
   
Made in ca
Mekboy on Kustom Deth Kopta




Ascalam wrote:Guys, i'm afraid the Snap-shot Burnas we'v ebeen getting gleeful about doesn't work.

You can only overwatch with weapons you can snap fire with.

Per snap fire (pg 13) template weapons can't snap fire.

I'd be happy to be wrong. I'm only about 20 pages in so far.

'some weapon types, such as Template and Ordinance, or those with certain special rules, such as blast, cannot be fired as snap shots. It's important to note that any shooting attack that does not use a Ballistic Skill ... cannot be 'fired' as a snap shot.


What do the mean about the special rules? basically can Lootas get d3 snapshots off?

 
   
Made in gb
Grovelin' Grot Rigger




Hiding behind his KFF

Matt.Kingsley wrote:
Template (not blast) weapons can overwatch, but cause D3 auto hit attacks at the weapons str and AP


Yep flamers do D3 hits so charging a burner boy squad might not be the best of things to do...

IF Burna boyz fire at people charging them does that mean they can't use their burnas as Power Weapons? (Or is it only "if they fire in their shooting phase they can't use it as power weapon?)

In the words of Archimedes, "Give me a long enough lever and a place to rest it... Or I will kill one hostage every hour!" 
   
Made in us
Krazed Killa Kan






Ranting Fool wrote:

IF Burna boyz fire at people charging them does that mean they can't use their burnas as Power Weapons? (Or is it only "if they fire in their shooting phase they can't use it as power weapon?)


Another oversight in the FAQ

Seriously, GW isn't even trying

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Roarin' Runtherd







the things I'm most concerned about are Kommandos and Snikrot. Now that units can't assault the turn they come on from reserves, they're not going to get the chance to do much of anything before getting shot to pieces.

On the other hand, now the only real drawbacks to Meganobz is that they can't run or sweeping advance (but can otherwise move normally), they seem like a much more viable option.

Also, it seems like battlewagons loaded with lots of guns could actually provide some useful fire-support while they run around, crashing into things
   
Made in us
Liche Priest Hierophant






"It is possible to lose combat against vehicles that deal damage during the assault phase."

Remember folks, we can buy Wrekkin' Balls. Our vehicles can potentially break squads that haven't even looked at us funny yet.


Also, they've basically fixed everything that was wrong about Tankbustas and Flash Gits- Bustas Glory Hogs aren't completely stupid, and Gitz not only ignore cover, but in over 2000 points (and who would take Gitz in less?) can buy some Transports for them- one of the biggest complaints people had was the lack of such.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Heroic Senior Officer





Western Kentucky

Jidmah wrote:Reading the rulebook...

- Strength is still capped at 10.
- Abilities that set stats are used after modifiers. So Mob Rule would always overrule negative modifiers.
- Charging through terrain is 3d6, drop highest dice.
- If you allocate one wound to a model with a better save/multiple wounds, you must keep allocating wounds until it either dies or no wounds are left to allocate. Taking the first wound on the nob doesn't work anymore.
- The highest, unmodified initiative is used for sweeping advances. It's time that the world learns about our warboss' initiative of 4.
- You may only multi-assault if you can not reach the primary target, as well as losing the charge attack and furious charge bonus. There is really no reason to multi-charge with orks anymore.
- You can attempt to regroup normally as long as 25% are allive. No further limitation.
- You can also attempt to regroup normally if you have less than 25% of your models alive, if an independet character is joined to the unit.
- You always regroup on , no matter how many models are alive.
- Fleet allows you to reroll one or two of your charge rolls. So if you roll , you are allowed to just reroll the .
- A biker warboss makes a unit he joins unable to use fleet given by the Waaagh!
- IC no longer have move through cover or skilled rider.
- Slow and Purposeful prevents running, Overwatch and Sweeping Advances. It no longer slows normal or charge movement
- Bikes can never be pinned or go to ground, but get Hammer of Wrath and ignore Terrain when charging unless it's a barricade or Aegis defense line.
- A biker warboss can now smash dreads without worrying about instant death
- Big Gunz are T7 W2 3+. Statistically it's the same as before, except you don't need an adamantite skull to understand it. Your opponents always have to wound against T7 when shooting the crew. That's right, T7 models for 3 points a piece
- All models in an artillery unit must shoot the same target, including ICs.
- If bored, warbosses, MANz or stormboyz can now throw a single stikkbomb for a S3 blast. Totally not worth a single point, but nice if it's free anyways.
- Any 6 rolled to hit in combat or shooting by a nob or IC allows you to decide who gets shot. TL-Shoota anyone?
- Badrukk will be the bane of valuable models, being able to shoot three S7 AP2 ignore cover shots with three rerolls to hit, allocating half of his hits however he likes.
- A challenged character's ld can not be used if he refuses. Nice against anyone not bringing the strength to beat down a nob.
- If da boss is in a challenge with a single enemy, every five boyz that are watching allow a reroll of either to hit, to wound or saves. Charging an MC with 30 boyz? 5 rerolls to hit or wound!
- Deny the witch is 6+ for all units, 5+ if any amount of weirdboyz are in the unit.
- Still unclear whether deff rollas are hull.
- All vehicles may move 6" instead of shooting if they have not tank shocked. Fast vehicles may move 12", for a total of 24" for trukks.
- Shaken prevents shooting any kind of ordnance or blast weapons.
- Penetrating hits count as two wounds for the purposes of combat resolution. I guess, if your warboss picks up a rhino and breaks it in half, even marines run for the hills. It is possible to lose combat against vehicles that deal damage during the assault phase.
- Passengers can fire overwatch. Assaulting any kind of ork vehicle suddenly become an extremely stupid idea - especially for burna wagons. This counts towards combat resolution.
- Burna bommers may fire only two skorcha missiles per turn.
- Open-topped no longer reduces the strength of explosions.
- Vehicles and passengers may fire snap-shots after ramming.
- Bikers can use their 4+ armor against wounds from terrain.
- Gretchin going to ground in area terrain still get a 3+ cover save.
- Almost all command traits are useless to orks. Personal traits are hit-and-miss, some are great, some are not, depending on who your warlord is, and you have a chance of simply getting furious charge again. Irony has it that strategic traits are all pretty good for orks.
- The KFF can protect necron, tau, CSM and imperial guard vehicles. It also works for all our mistrusted allies, but moving them into KFF range will result in lots of red buttons being everywhere.
- High chance of night fighting either at the beginning or end of all regular missions.
- All objective missions have silly objectives that provide stealth, shoot at planes or explode.


where does it say we can use KFF with certain allies? As far as I know, we can only share abilities between armies that are "battle brothers". Orks only get up to "convenient ally" at best, so it shouldn't be allowed according to that. I don't remember seeing it in the FaQ either. I'm not trying to rag on you by the way, just want to know where you saw it so I can look it up tomorrow. If so, my IG just found their new best friends

Also, whats the word on nob units? Thinking about trying a large unit of them out using several barebones ones at the front to eat the initial wounds, and having 4 or 5 PK's at the back to come up and finish the enemy off towards the end. Probably going to use between 6 and 8 in a 1,000pt game and see what happens. I doubt they'll be as insane as 5th ed nobz, but I still think they'll pull their weight.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Krazed Killa Kan






When a Force Weapon is activated, does it ignore Feel No Pain?

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in nz
Longtime Dakkanaut





New Zealand

another con - KMBs now Get Hot even on vehicles, with a 50% chance of a glancing hit if you first roll a To Hit of 1, which is bad news for kan walls - I guess a lot of players will be rearming with rokkits? (I'm so glad I magnetised my kan weapon arms)

On the other hand, it's only a 1 in 12 chance, so maybe we don't care? the same apparently applies for all Gets Hot weapons for all races, even the super-plasma variant of the Leman Russ.
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

TedNugent wrote:When a Force Weapon is activated, does it ignore Feel No Pain?


Does it inflict instant death?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






TedNugent wrote:
Jidmah wrote:
- Abilities that set stats are used after modifiers. So Mob Rule would always overrule negative modifiers.
.


Thanks for this post.

Does that Psychic power that strips fearless and forces a morale check still affect units that are Fearless under Mob Rule?

I think you are talking about BA's Fear in the Dark or something?

Fearless makes you auto-pass pinning, morale, regroup and fear checks, but not regular leadership tests. You also can not go to ground for any reason, including pinning.

Jidmah wrote:

- Deny the witch is 6+ for all units, 5+ if any amount of weirdboyz are in the unit.


lol, only for the unit? They are really determined to make sure nobody uses Wierdboyz.

Yeah, lame. At least you have further 6+ to stop JotWW.

MrMoustaffa wrote:
where does it say we can use KFF with certain allies? As far as I know, we can only share abilities between armies that are "battle brothers". Orks only get up to "convenient ally" at best, so it shouldn't be allowed according to that. I don't remember seeing it in the FaQ either. I'm not trying to rag on you by the way, just want to know where you saw it so I can look it up tomorrow. If so, my IG just found their new best friends

The KFF has kept it's funky wording that it affects all vehicles, not limited to orks or even friendly vehicles. As the BRB FAQ is gone now, the KFF would even provide cover to enemies.

TedNugent wrote:When a Force Weapon is activated, does it ignore Feel No Pain?

They both are done at the same time(exact same wording now). A new rule says that if two things happen at the same time, the active player decides the order of operations. So, if it's the force weapon player's turn yes, otherwise, no.

This message was edited 1 time. Last update was at 2012/07/01 07:51:18


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. 
   
Made in dk
Dakka Veteran




So, just like GK Paladins, I hear Nobs are characters? Meaning that you can do Look Out, Sir! saves in a nobs mob on 4+, essentially meaning wound allocation shenanigans are still intact. Can anyone confirm/deny?
   
 
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