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Made in us
Krazed Killa Kan






State of Jefferson

Sooo.... The consensus is generally...

Movement Phase:
- SB unit may move up to 6" w/ no roll.
- SB unit moves 6-12" must roll d6. On a "1," one SB craters.

Shooting Phase:
- SB unit may shoot their Sluggas and taunt the enemy.
- SB unit may forego assault and run. No d6 needed.

Assault Phase:
- SB unit may Assault if it didn't run.
- SB unit announces assault, faces overwatch, and rolls distance 2d6". Success or not, the SB unit must roll d6 again. Again, on a "1," one SB craters - no saves.


   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Thought you couldnt assault using the rokkits if you moved with them? thats why they dont always have hammer of wrath because usually they need the 13-18" movement to even attempt assault.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Lead-Footed Trukkboy Driver






Jidmah wrote:To get this out of the way:

Ork codex pg. 47:
"Every time the stormboyz unit utilizes its rokkit packs to move or fall back, roll a D6. [...] Regardless of the result, you may add the number rolled to the amount the unit moves that turn."

Quite obviously falling back is not movement in this context, otherwise it wouldn't have been here. In the same sense, assaulting is not movement, but is not named here. If in doubt, check with the 6th edition jump infantry rules, which explicitly differentiate between moving, charging and falling back, each with different rules. Only two of those are referenced in the rokkit pack rule, so only those two are affected. Even if you were to roll the dice during assault, your movement is already over for that turn, so it wouldn't do anything but kill stormboyz on a

You are not arguing how the rules were intended to work, but rather how they maybe would have worked if the rule was written for 6th. Rules become funky over two editions - you still have absolutely no permission to change them, no matter how funky they are.


I'm not changing the rules. BRB page 21:
"Move the initial charger into contact with the nearest enemy model in the unit being charged, using the shortest possible route."
The ork codex does not state moving in the movement phase. There's not even anything in the FAQ that confirms or denys that they get the extra d6. Granted it doesn't account for the inclusion of Falling Back, but as we all know, Games Workshops' rules are always perfectly worded and NEVER convoluted.

doktor_g wrote:Sooo.... The consensus is generally...

Movement Phase:
- SB unit may move up to 6" w/ no roll.
- SB unit moves 6-12" must roll d6. On a "1," one SB craters.

Shooting Phase:
- SB unit may shoot their Sluggas and taunt the enemy.
- SB unit may forego assault and run. No d6 needed.

Assault Phase:
- SB unit may Assault if it didn't run.
- SB unit announces assault, faces overwatch, and rolls distance 2d6". Success or not, the SB unit must roll d6 again. Again, on a "1," one SB craters - no saves.


As for this, whenever you use the Jump pack, you roll an extra D6 and get that in extra movement. If you roll a 1 on the extra movement, you do lose one StormBoy.

This message was edited 1 time. Last update was at 2013/08/28 17:47:56


"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in us
Krazed Killa Kan






State of Jefferson

But what i said above is correct?

Oh and they get to re-roll assault range too, right?


Oops. Never mind. It IS 2d6 (re rollable) + d6" assault range. . My mistake.

This message was edited 3 times. Last update was at 2013/08/28 20:53:57


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 ShadowMageAlpha wrote:

I'm not changing the rules. BRB page 21:
"Move the initial charger into contact with the nearest enemy model in the unit being charged, using the shortest possible route."
The ork codex does not state moving in the movement phase. There's not even anything in the FAQ that confirms or denys that they get the extra d6. Granted it doesn't account for the inclusion of Falling Back, but as we all know, Games Workshops' rules are always perfectly worded and NEVER convoluted.

Irrelevant. Rokkit pack increases your movement distance. You movement distance has absolutely no relevance during your assault phase. In order to work RAW the rule would have explicitly have to increase charg range/your charge move. Also note that any jump infantry bonuses require you to "use its jump pack to charge into assault", which is clearly different from using it to move or using it to fall back.

I'd also like to point out that you argue rules as intended ("it should work if used in the assault phase") while purposely ignoring RAI on another part of the rule for the sake of RAW. Do not cherry-pick RAW and RAI for the sake of getting the best rules possible.

Either you go with all RAI (assault, movement and fall back are different and the rules was not written to work in assault) or you all RAW (the rokkit pack does not increase charge range). Either way, unless you bend the rules to your willing, no additional d6 during assault.

This message was edited 2 times. Last update was at 2013/08/29 06:17:52


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
Krazed Killa Kan






State of Jefferson

Threat range = 12" + 2d6" + d6". Pretty nice! Just got some OOP metalics for cheap on eBay!
   
Made in us
Lead-Footed Trukkboy Driver






Here's the issue I have with your argument. The rokkit pack does not actually affect "movement distance", a stat of unit types. If it were only to affect movement in the movement phase, it would likely say "Every time the stormboyz unit utilizes its rokkit packs to move in the movement phase or fall back..." Instead it uses a very nebulous word of "move" and only that. As the word "move" is not defined within the confines of the game system, logic would wold it has the same definition outside the game as well; "a change of place, position, or state." According to this definition, there are numerous ways to move a model in the game, the most common being moving in the movement phase, running, successful assaulting, falling back, psyker spells, etc.
The nebulous word "move" is also used to describe dangerous terrain and when it's relevant. "In addition, each model must take a Dangerous Terrain test as soon as it enters, leaves or moves within dangerous terrain." BRB, pg 90
Under your definition of the word "move" (a move in the movement phase), running or assaulting while in dangerous terrain would not provoke a dangerous terrain check (provided you stay in the dangerous terrain.). It is not a "move" so thus you would not have to take any dangerous terrain checks. A squad of guardsmen can frolic and play tag in a 3 foot pool of lava, as long as they do not do so during the movement phase.

This message was edited 2 times. Last update was at 2013/08/29 14:12:25


"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Uhm, you realize that this is wrong, and the correct rules are an actual counter-argument to yours?

pg. 14 has rules for "running through dangerous terrain"

pg. 22 has rules for "charging through terrain" "charging through difficult terrain" and "charging through dangerous terrain".

Both reference pg. 90 only for dangerous and difficult terrain tests, not for any other rules. Neither uses the word "move". Page 90 explicitly uses "move" as synonym for movement during your movement phase.

Charge moves explicitly tell you that they work like moves in the movement phase, with exception, another indicator that they are not the same.

In addition, pg. 10 and 11 tell you multiple times that you may not move again after certain things happened (you started moving another unit, movement is use up etc.), so if your already flawed argument was right, you would not be allowed to ever charge or run with a unit that moved.

So basically moves != run moves != charge moves != fallback moves. Each one has its own rules which are different from the rules of the movement phase.

"the amount the unit moves that turn" also is the very definition of movement distance. It's definitely not the charge move.

Also, since you are arguing RAI with RAW again, during 4th (or 5th) there was no movement with jump packs during assault phases. So "move" in that context can't possibly ever have included the assault phase, and thus would be a clear definition of movement during the movement phase.

This message was edited 4 times. Last update was at 2013/08/29 14:42:14


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
Lead-Footed Trukkboy Driver






I find it a bit odd that the Running clause for the dangerous terrain isn't also with Dangerous Terrain. But I still feel as though that "move" in the context of the rules is a nebulous word with consistently different meanings.
Agree to disagree. Literally every person I have asked about this, and every thread I have read has come to the conclusion that, provided you don't use them in the movement phase and do use them in the assault phase, you get the extra D6 for the assault.
I'm not going to any tournament so there's no issue.

This message was edited 1 time. Last update was at 2013/08/29 14:54:23


"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I can't change your feelings about rules, and I don't want to. Feel free to play the way you are having the most fun, it's hobby after all, not a professional sport.
However, no matter what people say, as proven above, there is no rules support for getting the d6 during assault, neither RAW nor RAI. So you shouldn't advice people that there is any such thing, that's misleading.

This message was edited 3 times. Last update was at 2013/08/30 06:19:15


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
Lead-Footed Trukkboy Driver






I wouldn't say it was "proven". Both of our arguments depend largely on an assumption of the word "move". My assumption takes more liberties with your definition, though I can find no evidence to discount either of ours.

I certainly found no text (or even subtext) to indicate that you only get one "move" per model per turn. It does refer to moving up to a "maximum move distance", but that phrase is also directly referenced in running, turbo-boosting, etc. A direct quote showing that "pg. 10 and 11 tell you multiple times that you may not move again after certain things happened" would be nice.
There is a statement that says you can not undo a movement that's already been finished. This is very distinct from "moving once per turn."

Finally, it does somewhat matter what people say. If any opponent agrees that the Rokkit packs can add to charge distance, the rules, if they state otherwise, are fairly irrelevant. As long as all parties involved agree on one set of rules, everything is fine.
As such, it's advisable, as with any other nebulous rules, to determine the actual meaning before the game starts so problems do not arise during the middle of the game.

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

For stormboyz is definitely say take Zaggstruck simply for his assault after deepstriking. That's a pretty rare ability in 40k,so you might as well use it. If not him, then walk on or hiding in some short of transport.
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Can't hide Stormboyz in transports, IIRC.

If you can i may have to convert a BW as a stormboy Katyusha

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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Jump, Jet, and Bike units cannot take transports, its in the BRB description of the model. But why would you put them in a vehicle they can keep up with?

Usually Stormboyz are ran with Battlewagons and they just hide behind the blob of steel and gears and spiky bitz so they cant get shot at for a turn or 2 then blast over the BW and charge something. Barring luck with terrain, its pretty much the only way to reliably get them across the table in 1 piece (as im sure anyone would shoot the crap out of them if they were in the open, since theyre soooo hard to get away from and can easily take out vehicles or other backfield units outta nowhere). No armor save or funky Jink save means they die pretty quick...unless theyre hiding and cant get shot at all lol.

That'd be interesting if when they used their Rokkit packs and rolled a 4+ they got a 5+ cover because they "Go fasta den we canz see!" or somethin lol

Meh, im one of those guys that think orks should just be the vehicles, bosses, nobz, grotz, and boyz and just let them take whatever weapons they want (maybe split the boyz since bigger guns fall under Elites and rokkit/bikes need to be FA). I would love to get some regular Nobz outfitted with Rokkit packs for like 10pts a model (just alter the wording to cause a Wound with no saves or FNP allowed rather than a model dies if you roll a 1, so you dont lose a 2wound model instantly)
To me, things like Burna Boyz, Lootas, Kommandos, Flash Gitz, and Tankbustas shouldnt exist but rather be upgrades for a unit, allowing some mix n matchings going on.

This message was edited 2 times. Last update was at 2013/08/30 16:50:04


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Nasty Nob





United States

I'm still kinda new but I've enjoyed taking 5 of them to follow behind vehicles for a 5+ Battlewagon rear armor save and also an extra powerklaw for when things get choppy. Something about cheap units that have a nob w/power klaw that make my meq friend complain. (dead termies and dead sergeants to think of a few).

-I feel like an opponent would be unwise to fire at such a cheap unit early
-Opens up a chance that a powerklaw get used for something other than murdering an 'umie serg in the first assault.
-Feels leet. (your results will vary).

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 gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

I only Deep Strike if the unit in question can assault on the turn it does so or has formidable close ranged weaponry or if there's a unit/model that tends to sit at the back of my enemy's deployment zone that I wouldn't be able to deal with effectively otherwise. Using it as a distraction is ok too, but only if the unit is likely to survive or at the very least sponge a lot of firepower.

DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 The Shadow wrote:
I only Deep Strike if the unit in question can assault on the turn it does so or has formidable close ranged weaponry or if there's a unit/model that tends to sit at the back of my enemy's deployment zone that I wouldn't be able to deal with effectively otherwise. Using it as a distraction is ok too, but only if the unit is likely to survive or at the very least sponge a lot of firepower.


Literally the only unit in the entire game that can assault from deepstrike is Zagstruk stormboy groups. You must not deepstrike much do you? lol.
I deepstrike as Tau all the dang time. I use my first turn to thin the numbers more than take out big stuff so my crisis bomb can come in and melt something and not get 100+ dice thrown at them afterwords lol.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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