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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






As a long as at least a single cannon is alive. If you put the gretchin in front of the kannon, your opponent has to shoot through 3 point T7 models (+cover) in order to harm them.

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 us
Calm Celestian





Atlanta

DrCrook wrote:
xxmintyfreshxx wrote:
Also, Big Gunz. Taking a Kannon means your opponent is trying to kill a heavy support with a grot crew at T7! Sick!


Woa, when are they T7?


Read the rules on artillery.

This message was edited 1 time. Last update was at 2012/07/27 14:14:01


My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
 
   
Made in us
Longtime Dakkanaut




Indiana

Jidmah wrote:That would imply that armies without assault units are bones, which is definitely not the case.


They may be more powerful, however I still think a well rounded approach would be better(which is what I said)

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

My Deathwatch army project thread  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Well obviously well rounded is a good approach, but looking at Tau for example, they SUCK in CC and any CC build you go for with them, is hilarious at best. So they are a pure shooting army, that can blast armies off the table in quick order.
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Leth wrote:
Jidmah wrote:That would imply that armies without assault units are bones, which is definitely not the case.


They may be more powerful, however I still think a well rounded approach would be better(which is what I said)


What's not well-rounded about a 30 man mob of Shoota Boyz? They are still good in assaults but have the flexibly to shoot at range also. They are definitely the better way to go in 6th editions and IMO they were the way to go in 5th.

   
Made in us
Regular Dakkanaut





Redbeard wrote:
Spoiler:
Kharrak wrote:
xxmintyfreshxx wrote: Despite the fact that close combat is dead, ...

Why do people keep saying this? (Honest question!) Overwatch makes a minimal difference, charge range can be overcome with a Waaagh (and not to mention, at least half the time you're charging into terrain, so you would be potentially boned in 5th as well) and only unique IC's and Force Weapons really scare Nobs, when they can't weasel out of challenges. The loss of Fearless Wounds alone is a massive boon. Transports are the hardest thing to get around, but that just takes learning. Your charge distance is more high risk, high reward.


Okay, here's a list.

General issues:

Overwatch has a minimal impact, unless you're charging certain units. Twin-linked weapons, S5+ weapons. Don't charge ork bikers, they will put out wounds.

Assault is no longer an answer to everything. A shooty army has a chance to hit flyers. A dedicated assault army really doesn't.

Multi-charges are nerfed. So you avoided all those bullets as you crossed the table, and now you get to trade your unit for one other unit. This hurts orks more, as we lose Furious Charge as well. This is the difference between killing three transports in a charge and killing one.

Short table edge deployment means in a third of games, you're going a lot further before you get to assault.

Cover is worse, so you lose more on the way.

Marines can always rally, with no risk now. Don't even think of shooting a marine unit you plan to charge, because they will fall back.

Speaking of falling back, premeasuring, snapfire and the change to Rapid Fire all work in favour of shooty armies. They can now fall back and shoot as we advance towards them, while also ensuring that they get as many turns of shooting as possible via measuring.

Mech issues:
Can only move 6" and charge. Non-assault vehicles have to spend a turn out of the vehicle, period. This really hurts eldar assault units.


Here's a quick analysis of the difference between 5th and 6th, as a 30-strong mob of boyz (w/ PK nob) run across the field towards two units of firewarriors (24, roughly equal points)..

Tau open fire at 30". (We'll assume they're deployed 12" from the table edge, and that they get to start shooting at the 30" line. We'll also assume orks get cover the whole way in, and don't have to roll for terrain)

5th ed:
Tau fire at 30". 24 shots = 12 hits = 8 wounds = 4 dead orks after cover. 26 boyz remain.
26 boyz advance 6" + 3.5" running.
Tau fire at 20.5". 4 more dead orks, 22 boyz remain.
22 boyz advance 9.5"
Tau fire at 11". Rapid Fire means they double effectiveness, kill 8 more boyz.
14 boyz move 6", assault 6", combi-charge the tau, swing first, kill 6 tau from each unit. Tau kill 2 orks in assault, lose by 10.


6th ed:
Tau fire at 30". 24 shots = 12 hits = 8 wounds = 5.3 dead orks after cover. 24.66 boyz remain.
26 boyz advance 6" + 3.5" running.
Tau scoot up to the 18" line. Premeasuring lets them do this perfectly.
Tau fire 18". This is rapid fire. 10.66 more orks die, from the front, putting the orks outside of 18" again. 14 boyz remain.
14 boyz advance 6". They're outside 12", so cannot declare a charge, and might as well run again. This leaves them at roughly 8.5".
Tau now back up 6", and then rapid fire again. 10.66 more orks die, also from the front rank. We're down to 3 boyz and a nob (assuming he wasn't anywhere near the front).
Boyz have a Ld test too. The Tau left themselves 14.5" away before killing the first 10 orks.

Boyz move 6", distance is 8.5" between armies, and that's being generous with who died from the front.

What we're left with is 3 boyz and a nob having to declare a charge against 12 firewarriors - whose overwatch fire would be expected to kill another 2-3 boyz. Forget charging both units, as that would kill everyone.

This is why assault is dead.

Remember, this example gave the orks cover through their entire advance, while simultaneously granting them moves that never rolled for terrain, and was very generous with the effect of casualty removal on distance.

Not only that, but I'm sure someone else is going to say, "well, there's other stuff in my army". Yeah, but there's other stuff in the Tau army too. 24 firewarriors and 30 boyz (incl. nob) cost the same. The difference between 5th and 6th means that the orks are hitting combat with 10 fewer bodies - enough to actually win the fight after sustaining casualties on the way in.


Unfortunately for a big part of your 6e example, Tau only rapid fire at 15" not 18". So to rapid fire they'd have to stay closer. They can still kite, of course, but must do so at longer range. Replace those slugga boyz with an equivalent mob of shoota boyz with max big shootas who shoot until they can assault... I imagine (no time to run numbers atm) they'll do better. Assault is weaker, yes. As gone or broken as claimed? Not quite. It's already acknowledged overwatch causes more problem for non-MEQ armies, though.
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

I realized the error in math there, but you know, it doesn't actually affect the scenario that much. Rather than move up that turn, they scoot back, shoot another time at 30", and then rapid fire at 15", which should finish the orks off.

As you said, replacing the slugga boyz with shootas is definitely better tactics in 6th, but that's another argument in favour of 'assault is dead'. Well, maybe not dead, as deathstars can do a good job of it. But definitely on life support.

   
Made in us
Dakka Veteran






I think assaulting units have to be used differently. The biggest casualty here I think is small, specialized by expensive assault units. They'll take a lot of punishment for what could be very little reward.

For 30 ork boys on the other hand, your ability to control the board is incredible. I think the meta has to switch from "assault and kill that unit" to using them to selectively shut down some units temporarily (while still being able to beat them of course).

Leverage some of the new advantages, such as the new fearless wounds to control what happens on the board.


 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Played a 3 way last night against SM and some Nids. We ran out of time, but Im pretty sure I was controlling the board when we had to leave. It was a 500pt match with each army having a random objective to win, and we were helping a Newer player learn his army. But I took 20x2 shoota mobs, with no PK (Made me wish I had one though) a biker boss and 2 koptas. I shot a gargoyle squad off the table, my koptas soaked up wounds keeping the boss untouched, allowing the boss to win assault against 10 assault marines w/ a Chaplain with jump pack and a boyz mob charged a carnifex and not only NEARLY killed it on the charge(With no PK even!) but then just tied that poor thing up for the rest of the game. It was pretty fun.

I have to say, shootas definitely seem superior to sluggas now.
You DEFINITELY need numbers in boyz mobs. And new fearless rules make them the perfect tie up unit.
And biker bosses can weather an incredible amount of attacks. My boss was going as fast as possible to get to my objective, and in turn was charged by said assault squad. They only caused 3 wounds in the end after shooting AND charging, and I saved 1. That was all I needed to krump some assault marines.
   
Made in nz
Thrall Wizard of Tzeentch




KingCracker wrote:Well obviously well rounded is a good approach, but looking at Tau for example, they SUCK in CC and any CC build you go for with them, is hilarious at best. So they are a pure shooting army, that can blast armies off the table in quick order.


Unless they are playing necrons in which case they get curb stomped, just like BA, DA, SN, BT, Nids, Orks, de, eldar, sw with the exception of longwangs, gk, well pretty much everything, but ah well, what can we do to an army that can take the actual shootiest units in the game and some cc bruisers as well as jump pack cc bruisers who can overwatch s6 ap1 shots before they are assaulted. There is really nuttin tau can do to them. Bitch please (ok thats not actually a pitch please but I really wanted to say that). Not to mention the fact that they will pop you hammerhead with its own shot (or with their s7 ap1 monstorous creature attacks That if they hit on back armor basically can't not take a hull point or worse. Happy war gaming derp derp
   
Made in gb
Yellin' Yoof on a Scooter




Redbeard wrote:
Kharrak wrote:
xxmintyfreshxx wrote: Despite the fact that close combat is dead, ...

Why do people keep saying this? (Honest question!) Overwatch makes a minimal difference, charge range can be overcome with a Waaagh (and not to mention, at least half the time you're charging into terrain, so you would be potentially boned in 5th as well) and only unique IC's and Force Weapons really scare Nobs, when they can't weasel out of challenges. The loss of Fearless Wounds alone is a massive boon. Transports are the hardest thing to get around, but that just takes learning. Your charge distance is more high risk, high reward.


Okay, here's a list.

General issues:

Overwatch has a minimal impact, unless you're charging certain units. Twin-linked weapons, S5+ weapons. Don't charge ork bikers, they will put out wounds.

Assault is no longer an answer to everything. A shooty army has a chance to hit flyers. A dedicated assault army really doesn't.

Multi-charges are nerfed. So you avoided all those bullets as you crossed the table, and now you get to trade your unit for one other unit. This hurts orks more, as we lose Furious Charge as well. This is the difference between killing three transports in a charge and killing one.

Short table edge deployment means in a third of games, you're going a lot further before you get to assault.

Cover is worse, so you lose more on the way.

Marines can always rally, with no risk now. Don't even think of shooting a marine unit you plan to charge, because they will fall back.

Speaking of falling back, premeasuring, snapfire and the change to Rapid Fire all work in favour of shooty armies. They can now fall back and shoot as we advance towards them, while also ensuring that they get as many turns of shooting as possible via measuring.

Mech issues:
Can only move 6" and charge. Non-assault vehicles have to spend a turn out of the vehicle, period. This really hurts eldar assault units.


Here's a quick analysis of the difference between 5th and 6th, as a 30-strong mob of boyz (w/ PK nob) run across the field towards two units of firewarriors (24, roughly equal points)..

Tau open fire at 30". (We'll assume they're deployed 12" from the table edge, and that they get to start shooting at the 30" line. We'll also assume orks get cover the whole way in, and don't have to roll for terrain)

5th ed:
Tau fire at 30". 24 shots = 12 hits = 8 wounds = 4 dead orks after cover. 26 boyz remain.
26 boyz advance 6" + 3.5" running.
Tau fire at 20.5". 4 more dead orks, 22 boyz remain.
22 boyz advance 9.5"
Tau fire at 11". Rapid Fire means they double effectiveness, kill 8 more boyz.
14 boyz move 6", assault 6", combi-charge the tau, swing first, kill 6 tau from each unit. Tau kill 2 orks in assault, lose by 10.


6th ed:
Tau fire at 30". 24 shots = 12 hits = 8 wounds = 5.3 dead orks after cover. 24.66 boyz remain.
26 boyz advance 6" + 3.5" running.
Tau scoot up to the 18" line. Premeasuring lets them do this perfectly.
Tau fire 18". This is rapid fire. 10.66 more orks die, from the front, putting the orks outside of 18" again. 14 boyz remain.
14 boyz advance 6". They're outside 12", so cannot declare a charge, and might as well run again. This leaves them at roughly 8.5".
Tau now back up 6", and then rapid fire again. 10.66 more orks die, also from the front rank. We're down to 3 boyz and a nob (assuming he wasn't anywhere near the front).
Boyz have a Ld test too. The Tau left themselves 14.5" away before killing the first 10 orks.

Boyz move 6", distance is 8.5" between armies, and that's being generous with who died from the front.

What we're left with is 3 boyz and a nob having to declare a charge against 12 firewarriors - whose overwatch fire would be expected to kill another 2-3 boyz. Forget charging both units, as that would kill everyone.

This is why assault is dead.

Remember, this example gave the orks cover through their entire advance, while simultaneously granting them moves that never rolled for terrain, and was very generous with the effect of casualty removal on distance.

Not only that, but I'm sure someone else is going to say, "well, there's other stuff in my army". Yeah, but there's other stuff in the Tau army too. 24 firewarriors and 30 boyz (incl. nob) cost the same. The difference between 5th and 6th means that the orks are hitting combat with 10 fewer bodies - enough to actually win the fight after sustaining casualties on the way in.


Are you so incompetant so as not to take advantage of any LoS blocking terrain? Or even use the look out sir rule to allocate wounds at the back? Or you could even deploy a good ole grot wall in front of your troops to either a) soak up hits, b) provide a 5+ cover save, or C) be ignored in favour of shooting at the boyz behind untill the grots, who arrive a turn before, can assault and therefore stop the shooting.

There's always a solution, it requires a different way of thinking.

I get so annoyed with all the people who moan about the 'sky falling' just because they either can't be bothered to think up new strategies, or summon the grey matter to do it.

Rant over

Go to your Brother,
Bang him with your gun,
Leave him lying in his uniform,
Dying in the sun

See my DIY chapter log - The Grey Wolves
My Guide to Wet Palettes 
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

J!MM!L!COUS wrote:
Are you so incompetant so as not to take advantage of any LoS blocking terrain?


Let's put aside, for the moment, the fact that terrain placement is random in 6th ed, and that a shooty opponent is going to do everything they can to deny you good LOS blocking terrain, and ask, instead, did you really fail to comprehend that the example was provided as a theoretical demonstration of how the math involved has changed from 5th to 6th, and not as an actual in-game situation.


Or even use the look out sir rule to allocate wounds at the back?


Which is a good way to get your expensive PK-toting Nob killed before he hits combat, as a 4+ is not a reliable LOS, and he'll take hits on the way in. Or were you considering a Warboss attached to the unit? What did the Tau get to their side?


Or you could even deploy a good ole grot wall in front of your troops to either a) soak up hits, b) provide a 5+ cover save, or C) be ignored in favour of shooting at the boyz behind untill the grots, who arrive a turn before, can assault and therefore stop the shooting.


You'll note that the example had the boyz getting a cover save every turn. So that rules out the effectiveness of strategy B). Getting the grots into combat first is an interesting approach, but they die even faster than the boyz. And, as we add units to the ork side of the equation, we need to consider what the Tau would add too. And, have you ever actually tried this in practice? I have.

What happens is that you end up losing movement because if you want the grots to stay in front of the boyz, you now have two rolls that limit your run distance, rather than one. If the grots roll a 2" run, that means the boyz are limited to a 2" run too. You make it sound like you just put them down and it works.


There's always a solution, it requires a different way of thinking.


Yes, the solution is to accept that assault is not viable in the way it was in 5th, and run shoota boyz. This isn't exactly a good solution for people who want to play the orky way, but whatever. This entire thread has been about the different way of thinking, and finding the solution that makes orks viable in 6th ed. And, we were doing just fine until your little rant. My post wasn't moaning about the sky falling, it was illustrating the way that the old strategies no longer work.


I get so annoyed with all the people who moan about the 'sky falling' just because they either can't be bothered to think up new strategies, or summon the grey matter to do it.


So rather than actually pay any attention to what has been discussed, you need to loudly proclaim your ignorance along with your annoyance. Carry on then.

   
Made in gb
Yellin' Yoof on a Scooter




Redbeard wrote:
Let's put aside, for the moment, the fact that terrain placement is random in 6th ed, and that a shooty opponent is going to do everything they can to deny you good LOS blocking terrain


Terrain placement - pg 120 BGB "the players must set up terrain for the battle. There are two ways you can go about this - Narrative and Alternating"

Where narrative is mutual aggrement on terrain position, and alternating is taking it in turns to position terrain. Neither are random (What was that you said about ignorance?) and therefore your point is moot.

Redbeard wrote:
did you really fail to comprehend that the example was provided as a theoretical demonstration of how the math involved has changed from 5th to 6th, and not as an actual in-game situation.


No I didn't fail to notice the poster using a mathematical and theretical demonstration to make his point, I just used a practical and logical demonstration to highlight the flaws in his. Did you fail to notice that?

Redbeard wrote:
J!MM!L!C!OUS wrote:
Or even use the look out sir rule to allocate wounds at the back?


Which is a good way to get your expensive PK-toting Nob killed before he hits combat, as a 4+ is not a reliable LOS, and he'll take hits on the way in. Or were you considering a Warboss attached to the unit? What did the Tau get to their side?


I was highlighting it as a possible solution, in a game where nearly everthing is subject to chance, you're against the idea of taking a chance? Now I'm not saying I'd do that with every shot, but assuming the Tau in question had a pretty lame number of hits I wouldn't be against dropping a couple on the Nob for LoS.

Redbeard wrote:
J!MM!L!C!OUS wrote:
Or you could even deploy a good ole grot wall in front of your troops to either a) soak up hits, b) provide a 5+ cover save, or C) be ignored in favour of shooting at the boyz behind untill the grots, who arrive a turn before, can assault and therefore stop the shooting.


You'll note that the example had the boyz getting a cover save every turn. So that rules out the effectiveness of strategy B). Getting the grots into combat first is an interesting approach, but they die even faster than the boyz. And, as we add units to the ork side of the equation, we need to consider what the Tau would add too. And, have you ever actually tried this in practice? I have.


Indeed, I noted that, you'll *note* that I mearly gave it as an example of something Grots can do for the player who is concerned that his boys are getting pelted. Forgive me for assuming that people would realise that this is irrelevant if the Boyz are already in cover.

The Grotz are meant to die, it doesn't matter if you only manage to get 1 Grot into CC with the shooty enemy, that one Grot will buy your Boyz at least an extra turn to run without being shot at.

Yes, running a grot defensive wall is a tactic older than most 40k players.

Redbeard wrote:
What happens is that you end up losing movement because if you want the grots to stay in front of the boyz, you now have two rolls that limit your run distance, rather than one. If the grots roll a 2" run, that means the boyz are limited to a 2" run too. You make it sound like you just put them down and it works.


You give the Grots a head start, say a turn. Obviously the dice gods can frown on you, but sometimes they smile. C'est la vie.

Redbeard wrote:
J!MM!L!C!OUS wrote:
There's always a solution, it requires a different way of thinking.


Yes, the solution is to accept that assault is not viable in the way it was in 5th, and run shoota boyz. This isn't exactly a good solution for people who want to play the orky way, but whatever. This entire thread has been about the different way of thinking, and finding the solution that makes orks viable in 6th ed. And, we were doing just fine until your little rant. My post wasn't moaning about the sky falling, it was illustrating the way that the old strategies no longer work.


You realise that my post was not a response to the OP, but to the person I quoted? A person who portrayed pure doom and gloom for assaulty Ork armies. A person who used good math to make a point, which was ultimately torn down because the Math hadn't considered using tactics.

Redbeard wrote:
So rather than actually pay any attention to what has been discussed, you need to loudly proclaim your ignorance along with your annoyance. Carry on then.


My post highlights my opinion, which is shared by a few others on this thread, that Ork assault armies are not dead, despite the doomsayers (who in my experience are the same sort of people who cry when a new edition of the game is released and call armies broken when they don't win).

This message was edited 1 time. Last update was at 2012/07/31 22:01:37


Go to your Brother,
Bang him with your gun,
Leave him lying in his uniform,
Dying in the sun

See my DIY chapter log - The Grey Wolves
My Guide to Wet Palettes 
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

J!MM!L!COUS wrote:
Terrain placement - pg 120 BGB "the players must set up terrain for the battle. There are two ways you can go about this - Narrative and Alternating"

Where narrative is mutual aggrement on terrain position, and alternating is taking it in turns to position terrain. Neither are random (What was that you said about ignorance?) and therefore your point is moot.


And the point where you happen to roll dice for terrain density? Random. And when you roll a '1' and your opponent puts a small crater down, leaving a 2x2 block of vast empty space without cover, let alone LOS blocking. What do you do then?


You give the Grots a head start, say a turn. Obviously the dice gods can frown on you, but sometimes they smile. C'est la vie.


You really don't play this game do you. So you start the boyz out a turn later, giving the opponent a free turn to shoot at whatever they feel the need to shoot at. Brilliant!


You realise that my post was not a response to the OP, but to the person I quoted? A person who portrayed pure doom and gloom for assaulty Ork armies. A person who used good math to make a point, which was ultimately torn down because the Math hadn't considered using tactics.


Yes, I realize that. That person, who you quoted, was me. Do you actually read the posts before making snide comments? You sound like a warseer poster. "Use tactics". As if your opponent will not also be using tactics. As if the idea of tactics is foreign. You're the guy in physics class who tells the professor that learning the laws of motion is pointless because he hasn't considered air resistance, aren't you.


My post highlights my opinion, which is shared by a few others on this thread, that Ork assault armies are not dead, despite the doomsayers (who in my experience are the same sort of people who cry when a new edition of the game is released and call armies broken when they don't win).


And how many games of 6th have you played with an ork assault army in order to form this opinion? Cause in my experience, after about five games with them, slugga boyz simply aren't cutting it. Is that an exhaustive trial? No. But it is a good number of games against solid opponents (not just some random kid at a store) and makes me think that continuing to run slugga boyz is less than useful in 6th ed. This isn't doomsaying, it's trial and error. It's trying to find what does work, not whining about what doesn't, and you seem unable to tell the difference between "crying about a new edition" and analyzing why something no longer works. My games using shoota boyz have fared better. My games using nob bikers have fared better. Slugga boyz, however, don't cut it. Sorry that my experience doesn't mesh with your opinion.

This message was edited 1 time. Last update was at 2012/07/31 22:45:52


   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Look I started right out saying Assaults not dead it just took a big hit. There is really no denying that it took a big hit for us Ork players. I don't know how many times I have already rolled 2,3,4 inch for charge distances and let me tell ya something, you will pay for coming up short on a charge. I charged a full gray hunter squad with two flamers and took a pretty good licking from overwatch, then failed to get into combat... guess what happened next round. Facts are facts. Sorry you guys bought a dozen sets of black reach Orks but am telling you something learn to convert them to shootas or start buying up boxes of Orks boyz from GW.

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






While I just might be lucky, for about every failed assault due to rolling a 2-5 I have made awesome 10-12" across half the board, catching unsuspecting skimmers or shooty units who assumed to be safe, or even charging up three stories of a ruin. By propper unit placement defensive fire is not going to take away too much of your assault range. While I still dislike the comleteley random charge length, it's not that terrible.

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
Yellin' Yoof on a Scooter




Redbeard wrote:
And the point where you happen to roll dice for terrain density? Random. And when you roll a '1' and your opponent puts a small crater down, leaving a 2x2 block of vast empty space without cover, let alone LOS blocking. What do you do then?


OK so on your opponents go to place terrain they roll a one for terrain density and place a crator in the path they think you might take. Big deal, on your go you roll at least a one and place a bunker in the path you know you'll be taking. There's nearly always a path accross the board that provides decent cover.


You really don't play this game do you. So you start the boyz out a turn later, giving the opponent a free turn to shoot at whatever they feel the need to shoot at. Brilliant!


Depends how many boyz you have, if you have them in reserve or not, if you have adecent piece of terrain to hide behind... the list is endless. Again tactics, using the field to your advantage


Yes, I realize that. That person, who you quoted, was me. Do you actually read the posts before making snide comments? You sound like a warseer poster. "Use tactics". As if your opponent will not also be using tactics. As if the idea of tactics is foreign.


Oh was it? I sound like a Warseer poster? - Wow, thats like a form of xenephobia, but over which forum I post on. Jeez man, stop being such a nerd forum Nazi.

Since you recognise that everyone will be using tactics, why do you still cling to your math example like it's the only thing that matters?


You're the guy in physics class who tells the professor that learning the laws of motion is pointless because he hasn't considered air resistance, aren't you.


Um no, I dropped physics. But if it was *frustrating* childhood experiences like these that turned you into such a douche, maybe you should seek counciling?


And how many games of 6th have you played with an ork assault army in order to form this opinion? Cause in my experience, after about five games with them, slugga boyz simply aren't cutting it. Is that an exhaustive trial? No. But it is a good number of games against solid opponents (not just some random kid at a store) and makes me think that continuing to run slugga boyz is less than useful in 6th ed. This isn't doomsaying, it's trial and error. It's trying to find what does work, not whining about what doesn't, and you seem unable to tell the difference between "crying about a new edition" and analyzing why something no longer works. My games using shoota boyz have fared better. My games using nob bikers have fared better. Slugga boyz, however, don't cut it.


Two. Oh, will you look at that we have differing opinions about Ork assaults.

You are crying about the new edition having broken your Orks. What you fail to realise is despite all the maths in the world, that you're wrong. Your tactics may have to change, but Slugga Boyz are far from broken.


Sorry that my experience doesn't mesh with your opinion.


That's OK, after all it was I that dissagreed with you in the first instance, what's not OK is giving yourself nerd rage when someone points out that your post was BS.


Go to your Brother,
Bang him with your gun,
Leave him lying in his uniform,
Dying in the sun

See my DIY chapter log - The Grey Wolves
My Guide to Wet Palettes 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Jidmah wrote:While I just might be lucky, for about every failed assault due to rolling a 2-5 I have made awesome 10-12" across half the board, catching unsuspecting skimmers or shooty units who assumed to be safe, or even charging up three stories of a ruin. By propper unit placement defensive fire is not going to take away too much of your assault range. While I still dislike the comleteley random charge length, it's not that terrible.



Same here. It really helps on the WAAAGH! though when you roll poorly. Though I must admit that the change from how we assault on WAAAGH! from 5th to 6th has taken some getting used to. It just felt too weird at first and I kept mixing the 2 up. Also, if your going to complain about the overwatch rule, then just stop assaulting units with flamethrowers. The other shooting is laughable, specially at most armies, llike assaulting Marines I dont really worry about, normal termaguants I dont worry about, its those units with devourers or other shootaboyz that I worry about, all those shots really stack up
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

10"-12" charges? So your solutions of how to deal with Assaults in 6th is to get better dice? The best advice you got is to take more overwatch shots and to pray to Mork and Gork for those 10"-12" charges?

Here I am wasting time thinking about meta changes, list building, and all I needed was new dice. Thanks fellas.

   
Made in us
PanOceaniac Hacking Specialist Sergeant




Great Falls MT

Spoiler:
Redbeard wrote:
Kharrak wrote:
xxmintyfreshxx wrote: Despite the fact that close combat is dead, ...

Why do people keep saying this? (Honest question!) Overwatch makes a minimal difference, charge range can be overcome with a Waaagh (and not to mention, at least half the time you're charging into terrain, so you would be potentially boned in 5th as well) and only unique IC's and Force Weapons really scare Nobs, when they can't weasel out of challenges. The loss of Fearless Wounds alone is a massive boon. Transports are the hardest thing to get around, but that just takes learning. Your charge distance is more high risk, high reward.


Okay, here's a list.

General issues:

Overwatch has a minimal impact, unless you're charging certain units. Twin-linked weapons, S5+ weapons. Don't charge ork bikers, they will put out wounds.

Assault is no longer an answer to everything. A shooty army has a chance to hit flyers. A dedicated assault army really doesn't.

Multi-charges are nerfed. So you avoided all those bullets as you crossed the table, and now you get to trade your unit for one other unit. This hurts orks more, as we lose Furious Charge as well. This is the difference between killing three transports in a charge and killing one.

Short table edge deployment means in a third of games, you're going a lot further before you get to assault.

Cover is worse, so you lose more on the way.

Marines can always rally, with no risk now. Don't even think of shooting a marine unit you plan to charge, because they will fall back.

Speaking of falling back, premeasuring, snapfire and the change to Rapid Fire all work in favour of shooty armies. They can now fall back and shoot as we advance towards them, while also ensuring that they get as many turns of shooting as possible via measuring.

Mech issues:
Can only move 6" and charge. Non-assault vehicles have to spend a turn out of the vehicle, period. This really hurts eldar assault units.


Here's a quick analysis of the difference between 5th and 6th, as a 30-strong mob of boyz (w/ PK nob) run across the field towards two units of firewarriors (24, roughly equal points)..

Tau open fire at 30". (We'll assume they're deployed 12" from the table edge, and that they get to start shooting at the 30" line. We'll also assume orks get cover the whole way in, and don't have to roll for terrain)

5th ed:
Tau fire at 30". 24 shots = 12 hits = 8 wounds = 4 dead orks after cover. 26 boyz remain.
26 boyz advance 6" + 3.5" running.
Tau fire at 20.5". 4 more dead orks, 22 boyz remain.
22 boyz advance 9.5"
Tau fire at 11". Rapid Fire means they double effectiveness, kill 8 more boyz.
14 boyz move 6", assault 6", combi-charge the tau, swing first, kill 6 tau from each unit. Tau kill 2 orks in assault, lose by 10.


6th ed:
Tau fire at 30". 24 shots = 12 hits = 8 wounds = 5.3 dead orks after cover. 24.66 boyz remain.
26 boyz advance 6" + 3.5" running.
Tau scoot up to the 18" line. Premeasuring lets them do this perfectly.
Tau fire 18". This is rapid fire. 10.66 more orks die, from the front, putting the orks outside of 18" again. 14 boyz remain.
14 boyz advance 6". They're outside 12", so cannot declare a charge, and might as well run again. This leaves them at roughly 8.5".
Tau now back up 6", and then rapid fire again. 10.66 more orks die, also from the front rank. We're down to 3 boyz and a nob (assuming he wasn't anywhere near the front).
Boyz have a Ld test too. The Tau left themselves 14.5" away before killing the first 10 orks.

Boyz move 6", distance is 8.5" between armies, and that's being generous with who died from the front.

What we're left with is 3 boyz and a nob having to declare a charge against 12 firewarriors - whose overwatch fire would be expected to kill another 2-3 boyz. Forget charging both units, as that would kill everyone.

This is why assault is dead.

Remember, this example gave the orks cover through their entire advance, while simultaneously granting them moves that never rolled for terrain, and was very generous with the effect of casualty removal on distance.

Not only that, but I'm sure someone else is going to say, "well, there's other stuff in my army". Yeah, but there's other stuff in the Tau army too. 24 firewarriors and 30 boyz (incl. nob) cost the same. The difference between 5th and 6th means that the orks are hitting combat with 10 fewer bodies - enough to actually win the fight after sustaining casualties on the way in.


Tau rapid fire range is 15" not 18" for fire warriors. Also, how many squads of 30 ork boys can you take? To that, what else will you have on the table? two 15 man loota squads, nob bikers, biker boys,storm boys and some other choice gribblies? If the tau have the freedom to sit there and isolate their fire onto one unit of orks, youve lost anyway. I dont even play orks, I have played against them, and I know that orks are played by presenting your opponent with to many threats to deal with. If your opponent is good with either dice rolling and/or target priority, then your opponent with be able to mitigate that to an extent. But it should be impossible for any ranged army to go unmolested by orks no matter how good the shooting is. This is all, of course, assuming that you didnt just spam 2 or 3 different units from your codex cawz dey is the bests.

The key to victory in this edition, is forgetting old biases from 5th. Melta isnt king anymore, nor are vehicles. A good balanced mix of heavy and special weapons is going to win the day over hyper spam. You still should have melta, you should have some long range AT, flamers are going to be REALLY handy against all the 2+ cover saves around now etc... Just my 2

This message was edited 1 time. Last update was at 2012/08/01 12:46:05


When your wife suggests roleplay as a result of your table top gaming... life just seems right

I took my wife thru the BRB for fantasy and 40k, the first thing she said was "AWESOME"... codex: Chaos Daemons Nurgle..... to all those who says God aint real....  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






General_Chaos wrote:10"-12" charges? So your solutions of how to deal with Assaults in 6th is to get better dice? The best advice you got is to take more overwatch shots and to pray to Mork and Gork for those 10"-12" charges?

Here I am wasting time thinking about meta changes, list building, and all I needed was new dice. Thanks fellas.


Before randomly antagonizing people, maybe have a look at what they actually wrote?

This message was edited 1 time. Last update was at 2012/08/01 14:16:36


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 us
[ARTICLE MOD]
Fixture of Dakka






Chicago

thakabalpuphorsefishguy wrote:
Tau rapid fire range is 15" not 18" for fire warriors.


Yup, we covered that a few posts back.


Also, how many squads of 30 ork boys can you take? To that, what else will you have on the table? two 15 man loota squads, nob bikers, biker boys,storm boys and some other choice gribblies?


Again, I wasn't suggesting that my scenario was something that would come up during a game. I posted a comparison of the same scenario played out under 5th and 6th rules, and noted the differences. A scenario between an equal number of points, I might add. And the difference was that in 5th, the orks get to the tau with 10 or so bodies and multicharge both units, and in 6th, they might get 2-3 guys there, and certainly don't multi charge.

Is a comparative example really so hard for people to understand? No, there's no tactics here, it's math. No, there is no consideration given to what other units might be in the ork (or tau) army. Comparatively, assault is significantly weaker in 6th ed. That's not saying the sky is falling, or that orks can't win anymore. It is, however, an objective statement of fact. Assault is weaker in 6th. You are better off running shoota boyz over slugga boyz.


   
Made in us
Smokin' Skorcha Driver




Dallas, TX

Redbeard wrote:
thakabalpuphorsefishguy wrote:
Tau rapid fire range is 15" not 18" for fire warriors.


Yup, we covered that a few posts back.


Also, how many squads of 30 ork boys can you take? To that, what else will you have on the table? two 15 man loota squads, nob bikers, biker boys,storm boys and some other choice gribblies?


Again, I wasn't suggesting that my scenario was something that would come up during a game. I posted a comparison of the same scenario played out under 5th and 6th rules, and noted the differences. A scenario between an equal number of points, I might add. And the difference was that in 5th, the orks get to the tau with 10 or so bodies and multicharge both units, and in 6th, they might get 2-3 guys there, and certainly don't multi charge.

Is a comparative example really so hard for people to understand? No, there's no tactics here, it's math. No, there is no consideration given to what other units might be in the ork (or tau) army. Comparatively, assault is significantly weaker in 6th ed. That's not saying the sky is falling, or that orks can't win anymore. It is, however, an objective statement of fact. Assault is weaker in 6th. You are better off running shoota boyz over slugga boyz.



I understood what you were getting at, and it was really helpful. Your example filled in the blanks for me why I need to convert over to a Shooty ork army.

I'd really like to see a comparison of tau and shoots Boyz (since tau seems to be the meta in my area).
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

General_Chaos wrote:10"-12" charges? So your solutions of how to deal with Assaults in 6th is to get better dice? The best advice you got is to take more overwatch shots and to pray to Mork and Gork for those 10"-12" charges?

Here I am wasting time thinking about meta changes, list building, and all I needed was new dice. Thanks fellas.



Well like I mentioned, using the WAAAGH! will greatly help out with poor assault rolls. And since you didnt even try to think beyond what Im saying, that means try to save assaults for the WAAAGH!. What more do you want when it comes to assaulting with Orks? There isnt REALLY too much to say about it other then what I have already said. Dont assault certain units that have a lot of shots, dont assault when your on the 10+ inch assault distance unless your on a WAAGH!

There, I even spelled it out in Crayon
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

This all come back to the Assault is dead in 6th edition. If it boiled down the only good thing about assault is they have slim chance you might make that 10-12" charge then re-read my OP. Fearless has gotten much better but Orks are only fearless if they are above 10 models. Taking risky 10"-12" assaults Waaagh! or no Waagh! and missing a charge will lower that threshold due overwatch shots which isn't necessary. If am that far away I will use my move to get to a better position or set up to receive a charge (i.e. make sure the nob is correctly positioned) and then let them charge me. In that situation I get to overwatch into them and I still get to tie them up long due to not throwing models away.

While I understand Orks have been called the gamblers army I tend to play the odds and only assault when it's less than a 7" charge. If late game I need to pull a rabbit out of my hat then I will gamble on those long shot charges but by that point my Waaagh! is already used up and I am praying to Mork and Gork.

I apologize for my crass post earlier.

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






My point was not to attempt to charge 12" at all costs, but to use it as a tactical asset.
There are some low-risk high-gain charges, like charging long fangs, a psyfleman dread or single model units. So what if one boy eats a missile to the face? For those 6 points you sacrificed you can potentially keep the unit from doing anything dangerous to your army.
In addition, you have some no-risk charges, like charging non-transport vehicles(or closed transports), assault terminators, close combat walkers or tzeench shriekers. There is no risk involved in charging units that can't hurt you, or have an extremely low chance to do so.
Last, but not least, you have high-risk high-gain charges. If your game went haywire and you have to grasp for straws, attemting a 10" charge at the bottom of turn 5 to contest an objective is something your opponent has to consider. Or, if you didn't manage to take down some deep-striking unit by shooting for some reason, you might have to attempt to assault, just to keep it from causing more damage. Those are tricky, as you should by no means throw away perfectly fine units you still need. Without having a perfect formula for this (yet?), I can simply say that there are suicidal assault worth attempting.
I wouldn't get caught dead trying to charge more than 6" into other shoota boyz, IG blobs or similar units though.

I had a situation like this come up in my last game. A space marine player drop-podded a full stern guard squad right behind my ADL containing a skyfire objective, a quad gun and gretchin. The turn they landed, they wiped out one boyz unit there. A second boyz unit was 8" away, but only a couple of boyz (three or so) were actually within 9" of the sternguard. So you now have to decide between potentially losing a bunch of boyz to special amunition bolter with no gain at all, or the sternguard taking an objective with a quad gun and being able to freely shoot my dakka-jets with their bolters. It took the chance, overwatch killed four boyz, I rolled 11". This pretty much won me the game in the long run. If it had gone bad it would only have costed my four boyz over not attempting it in the first place.

TL;DR: Random assaults blow, hard. But if you never take the chance of getting more than average, you're only playing to break even or lose, but never win.

This message was edited 1 time. Last update was at 2012/08/03 08:49:38


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
Growlin' Guntrukk Driver with Killacannon




Denmark

I know that slugga boys took a big hit this edition, but I'm hell bent on getting them to work anyway!

I have a chance though: I play in a private club, so we make our own rule amendments to avoid internet spam lists (also no allies) in our gaming environment. This forces the players to make use of less common units, which makes for more diverse and interesting games where people have to exploit the weaknesses of the opponents army while not letting him exploit his own weaknesses.
I was slowly building an Ork army in the end of 5th and some of the first units I assembled and painted was a trukk, 10 slugga boys and a PK Nob. The Trukk + boys unit was intended as a delivery system for an Ork Warboss, and I just wanted to ask you if this is still a somewhat viable way to run sluggas and a Warboss. The idea was that the Boys take some bolter rounds to the face after disembarking, and the Warboss give them some much needed LD and close combat punch in return. On the trukk I have a ram, RPJ and a boarding plank so the warboss can get some hits in on a vehicle without needing to disembark.
I have planned to run another Trukk with slugga boys in the 1000pts list, a battlewagon (where I still haven't decided on a shooty or assaulty build) with shoota boys and a mek perhaps, and some rokkit deffcoptas and rokkit buggies as fast attack. Later on I plan to add another BW (of assaulty build if the first is shooty), a Boomwagon and a Bommer of some sort.
The idea behind the army is to weaken parts of the enemy army with shooting and then make a focused assault on the weakened units while shooting the intact units left.
The only other army I have is a hybrid IG list, so I started the Ork army because I wanted a faster, more close combat oriented army, but still with some shooting, although on faster platforms. What do you guys think?

2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in us
Poxed Plague Monk




san diego

well, you guys can just augment the rules to make it viable. i'll go out on a limb and say.....yes.

but in all seriousness, with a transport sluggaboyz are still viable.

for 40k

skaven for fantasy. for the under empire!........but it isn't a game anymore.

for infinity 
   
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Nasty Nob on Warbike with Klaw





Buzzard's Knob

I hate that Orks got nerfed in the assault phase. I don't want to sit around and shoot like some cowardly Humie! I want to charge across the field in a cloud of dust and use my choppas and klaws! Orks got buggered without lube...

WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

I wouldnt go that far. Things just changed, so you need to get used to it. Concentrate your shooting on the same unit, so when you assault said unit, its toast. Sides, Nobz and bosses are still the kings in assault, so weather down units with boyz shooting or tie up units with boyz, and then use the big boyz to crush things in the assault. Its a little different from 5th's tactic of charge charge charge
   
 
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