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Made in za
Mutilatin' Mad Dok





 yorkskargrimironklaw wrote:


Please read the Ork codex before you post here, so you stop giving new Ork players hope they can win in 6ed.
Orks were almost unplayable in 5ed, the only thing that saved them was the Kan wall.
My 5ed army was 9 killa Kans with Big Mek KKF. this was a nice backbone after that i would just run 80 boyz 4 the lulz.
there was a guy at my club that played the 2 Ork army.
Literally he just played 2 Big Meks and the rest vehicles.
Horde armys can't work in 6ed




Assuming you're not trolling

This REALLY sounds like a case of you learning to play one army list, and tossing your toys out of the cot when it's no longer as effective (especially considering you somehow believed that it was the only viable strategy). Orks had several lists that worked extremely well for them at a competitive level (battlewagon rush, Nob Bikers, etc), and a vast amount of wild and wacky lists that generally worked well past that.

Orks suffered a few hits, but also gained several notable boosts. Vehicles are easier to catch AND kill, Battlewagons are faster, Orks are least affected by Snap Fire penalties, Fearless wounds being gone, biker toughness, blasts hitting at full strength, etc etc etc.

   
Made in au
Tough-as-Nails Ork Boy




Some Tau World

1.) Ramshackle claified. Trukks roll Ramshackle for Wrecked as well as exploded. so... Orks always loss 6 modle
2.) Trukks are more fragile with the hull point rules. (Verified) ZOMG open-top AV 10 was not bad already
3.) Kanwall is seeing generally unfavorable reviews and is considered too fragile since the changes to the KFF, addition of Hull points, and new grenade rules for walkers. (Verified)
4.) Slow and Purposeful prevents running Mega Nobs are even slower?
5.) Charge bonus is lost in multi-assault
5.1.) You may only multi-assault if you can not reach the primary target, as well as losing the charge attack and furious charge bonus.
5.2) Charge is 2D6 so.. you have to be 2" away now?
6.) Cover is now per model. This can be very hazardous for large mobs of boyz who don't always fit in cover
7)Cover saves can be taken against deffrollas

This message was edited 2 times. Last update was at 2012/11/27 22:06:33


all ur base are belong to da

all the armies i used to beat b4 6ed




 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

 yorkskargrimironklaw wrote:
1.) Ramshackle claified. Trukks roll Ramshackle for Wrecked as well as exploded. so... Orks always loss 6 modle
2.) Trukks are more fragile with the hull point rules. (Verified) ZOMG open-top AV 10 was not bad already
3.) Kanwall is seeing generally unfavorable reviews and is considered too fragile since the changes to the KFF, addition of Hull points, and new grenade rules for walkers. (Verified)
4.) Slow and Purposeful prevents running Mega Nobs are even slower?
5.) Charge bonus is lost in multi-assault
5.1.) You may only multi-assault if you can not reach the primary target, as well as losing the charge attack and furious charge bonus.
5.2) Charge is 2D6 so.. you have to be 2" away now?
6.) Cover is now per model. This can be very hazardous for large mobs of boyz who don't always fit in cover
7)Cover saves can be taken against deffrollas




Wow, the ignorance in this post is just un fething believable. The worst part of your crap youve been spouting this past week or so, is that a MOD cant ban you for being an idiot.

1. You DO NOT lose half your trukk mob when you roll on the ramshackle, that simply isnt true. Str3 hit against T4 models? How the hell did your math equate that to 50% casualties.
2. Trukks (AV10 in general) did NOT get weaker. Now you have to strip 3HP per trukk and 2 per buggy to glance them to death. MUCH better then glances that had a good chance of completely screwing your AV10 spam.
3. Cant argue to much on this point with Kans. But that only sucks for bitchy net listers that complain because a new edition brought playstyle change. Thank GOD for that.
4. SnP is THE ONLY down side to MANz. The only one. Your missing the fact that they now SLAUGHTER everything with no worry. Why no worry? Because the only things (minus DCCW) that can ignore their armor, strikes at the same time. So good by to whoever that was
5. Charge bonus lost in multi assault. Oh well.
5.1 Again, new edition new rules. The perks that this edition overall FAR outweighs the cons. Orks are still pretty decent in CC, just as good as they were before if you ask me.
5.2 What are you on about? 2 inches away?! 2D6 for charge is awesome for us. Why? Because when you charge, your calling a WAAGH! unless your within a couple inches anyways. Most other armies, get to deal with their 3 inch charge, we can reroll it.
6. Yeaaaaaaa. That only sounds bad on the surface. The best part of that change up, is any wounds that pour over IE there is only 10 boyz being focus fired on, and the wounds mount to 15, are ignored. So you lose 10 boyz instead of 15. Ive had this happen MANY times already and love it everytime. 4+ cover simply isnt EVERYTHING like it was in 5th, so Id rather not temp fate with the 5+ from most things.
7. So Orks suck now, because GW faq a random rule that is a stupid choice on their part? Yea that makes sense. That rule makes as much sense as the marker lights causing a grounding test for a FMC. That doesnt make Nids a steaming pile of gak either.




Id say grow up, pull your thumb out of your mouth, and either LEARN how to play Orks for once, instead of praying some netlister tells you how to play them better, or go play a FOTM army and keep your negatives out of the other Ork tacticas that Ive seen you in. Thinking on it, that would be considered trolling in the extreme, and MODs do rather hate trolls, specially ones that are determined.
   
Made in za
Mutilatin' Mad Dok





 yorkskargrimironklaw wrote:
1.) Ramshackle claified. Trukks roll Ramshackle for Wrecked as well as exploded. so... Orks always loss 6 modle
2.) Trukks are more fragile with the hull point rules. (Verified) ZOMG open-top AV 10 was not bad already
3.) Kanwall is seeing generally unfavorable reviews and is considered too fragile since the changes to the KFF, addition of Hull points, and new grenade rules for walkers. (Verified)
4.) Slow and Purposeful prevents running Mega Nobs are even slower?
5.) Charge bonus is lost in multi-assault
5.1.) You may only multi-assault if you can not reach the primary target, as well as losing the charge attack and furious charge bonus.
5.2) Charge is 2D6 so.. you have to be 2" away now?
6.) Cover is now per model. This can be very hazardous for large mobs of boyz who don't always fit in cover
7)Cover saves can be taken against deffrollas


1) Exactly the same as 5th. If it explodes, you're losing an average of 3 boyz, not 6.
2) Trukks are actually generally unaffected, considering they rarely survived three glances in 5th, but can no longer be suppressed with glances.
3) Yes. A new edition has worsened the efficiency of some playstyles. It has ALSO enhanced the efficiency of others.
4) Mega Nobs are actually faster, since Slow and Purpousful no longer forces random movement. You'll rarely be running them.
5) Cool - yes, a nerf. Too bad that rarely effects Ork play.
6) Cover saves per model? Good thing KFF affects entire units. Large mobs of boyz rarely got majority cover in 5th as it was.
7) Technically, they could also be taken against Deffrollas in 5th. How many times will a vehicle be granted a non-LOS based cover save? Skimmers, you say? Well, in 5th they negated an entire ram on a 3+. Now they just get their jink save against each glance and penetrate inflicted. Also, walkers can no longer Death or Glory. Pretty much a complete all round buff to the Deffrolla.

And hey, also noticing how you're ignoring all the other buffs orks got in the new edition.

EDIT: 2" away? Eh? Dude, you're coming across as someone trying hard to be overly negative. The average charge range is 7", and you can charge up to 12". Waagh lets you re-roll one or both of your charge dice. The ONLY times I have failed a charge, is when (a) the target was more than 8" away, and (b) I was charging through difficult terrain, and that kinda killed charges in 5th as well.

This message was edited 2 times. Last update was at 2012/11/27 22:28:34


 
   
Made in ca
Squishy Squig





Drop the mega armoured nobz. They are just too slow, and an ork army will truly thrive if the can get into combat fast. The burnas can be pretty good against hordes of marines if the get up close. Charge as much as possible, because if you don't charge with orks you are doing something wrong. Also, take old zogwort where possible.
So far, this strategy has never failed me.

Dem Inquisishun humies can't be trusted any further dan day can be thrown, which in dat one's case might be a bad example.  
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


This is a two year old thread, and also is about 6th edition (which is now out of date).

Please double-check the dates of posts you're replying to and make sure if its a topical conversation (like tactics about a specific edition of the game) that the thread isn't more than a few months old.


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