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![[Post New]](/s/i/i.gif) 2012/07/02 18:01:36
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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If the opponent has a powerweapon, he still misses half the time and doesn't wound every time. Most opponents only have 2 or 3 attacks, so them killing you is unlikely. If your opponent has a powerfist or other means to instant-death you, simply refuse. He might be gone after the boyz have done their work.
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This message was edited 1 time. Last update was at 2012/07/02 18:02:04
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. |
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![[Post New]](/s/i/i.gif) 2012/07/02 18:11:19
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Lord of the Fleet
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Plus since ork mobs are usually big, you'll have at least 2 or so rerolls in a challenge for your nob
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![[Post New]](/s/i/i.gif) 2012/07/02 18:19:34
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Fresh-Faced New User
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Jimdah, why are boyz not fearless? Did I miss the change to mob rule in the FAQ? Or am I missing something from the BRB?
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![[Post New]](/s/i/i.gif) 2012/07/02 18:25:21
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Battlefortress Driver with Krusha Wheel
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Hey all, if you have seen any errors on the front page, or have anything I need to add, please let me know.
PM is best.
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![[Post New]](/s/i/i.gif) 2012/07/02 18:26:00
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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WaaaghGruzkull wrote:Jimdah, why are boyz not fearless? Did I miss the change to mob rule in the FAQ? Or am I missing something from the BRB? They are no longer fearless if below 11 models or getting hit by a psychic power that removes fearless.
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This message was edited 1 time. Last update was at 2012/07/02 18:26:13
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. |
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![[Post New]](/s/i/i.gif) 2012/07/02 18:42:47
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Battlefortress Driver with Krusha Wheel
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Here is an interesting Nob point that may be worth mentioning.
Nobs are all Characters. That means every wound they inflict on a 6 to hit is a Precision Hit that the ORK player allocates to a legal model. Nobs are now effectively CC snipers.
(Can someone verify this?)
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![[Post New]](/s/i/i.gif) 2012/07/02 18:55:31
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Renegade Inquisitor with a Bound Daemon
Tied and gagged in the back of your car
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If it says so in the appendix, then yes, that is certainly the case (don't have a ...version... of the rulebook with the appendix, so I can't say so myself).
Of course, if your target is a character themselves, they can just LOS it away anyway, but at least it puts the pressure on.
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![[Post New]](/s/i/i.gif) 2012/07/02 18:56:01
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Mutated Chosen Chaos Marine
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Yep its called precision strike.
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![[Post New]](/s/i/i.gif) 2012/07/02 19:00:59
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Arch Magos w/ 4 Meg of RAM
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matphat wrote:Here is an interesting Nob point that may be worth mentioning.
Nobs are all Characters. That means every wound they inflict on a 6 to hit is a Precision Hit that the ORK player allocates to a legal model. Nobs are now effectively CC snipers.
seems to be accurate, same with squads of paladins/nobs/ect.
At this point I would expect your nobs to be targeted, spending points on eavy armor or cybork is an auto-in
Question: I seem to remember you can't precision strike a model that you don't have LOS to (or is out of CC range) correct?
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Godforge custom 3d printing / professional level casting masters and design:
https://www.etsy.com/shop/GodForge |
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![[Post New]](/s/i/i.gif) 2012/07/02 19:01:47
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Legendary Dogfighter
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So are we saying an all nob mob........the slug gas and choppas can look out sir on the power klaws? That's pretty nice tbh if that is correct
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![[Post New]](/s/i/i.gif) 2012/07/02 19:12:28
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Sneaky Kommando
Gothenburgish
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Didn't see this on the first page, so here goes:
Big guns just got better.
Check out the new rules for artillery.
Our grot crew manning them are now basicly toughness 7 when shot at
I'm SO going to get the extra 6 additional grot crew now..
And as casulties of barrages are taken from proximity to the hole of the blast template, along with our ammo runts, we should be able to "snipe" heavy/special weapons...
//Calle
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![[Post New]](/s/i/i.gif) 2012/07/02 19:15:37
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Yellin' Yoof
Da Kamp
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Forgive me if this has been discussed before.
With this new hullpoints thingamajig, would a list of 6 trukks and 11 boyz with a nob be viable at all? And i don't mean at tournament level. More for a fun, friendly game.
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This message was edited 1 time. Last update was at 2012/07/02 19:18:37
W: Too few L: Too many D: Yes
Not gold. Not plastic. Soon, Games Workshop miniatures will be forged entirely from narrative - a 5-man box costing £70, containing the highest-quality imaginary soldiers in the world. Why have miniatures? Why paint, assemble or convert when you can simply imagine your army? - Frozen Ocean |
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![[Post New]](/s/i/i.gif) 2012/07/02 19:24:10
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Sneaky Kommando
Gothenburgish
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Oh, almost forgot...
There's still a good use for koptas...
Bombers. Can drop bomb, even when turboboosting for the jink save, and due to the new blastmarker rules, we should actually be able to cover and kill enugh enemies to make the bombs worth the cost. They can no longer be instagibbed by str 8, and KMBs could make them good armorhunters (ap2) once the bombs are dropped. Could someone do the math as to wich is best for anti-tank duty, the trusted twl-rokkits or the ap2 KMB?
//Calle
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![[Post New]](/s/i/i.gif) 2012/07/02 19:44:14
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Decrepit Dakkanaut
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Jidmah wrote:WaaaghGruzkull wrote:Why are you losing furious charge? You only lose it when your one assaulting unit charges two opponent units, if two units charge one its not and uneven charge and you still get the bonus.
I play a boyz centric army and after a few games this weekend I dunno what to do to really compensate for the changes yet. I had one squad roll snake eyes when I needed 4 so they lost a charge after they lost 7 to overwatch. The challenges were good and bad, I'm still on the fence. Most of the time the nobz came out over other sarges, however against more hardy units they murdered the nob and squashed the rest of the boyz. Where as before the boyz were really extra wounds for the pk.
So far random charges and overwatch are making me a sad puppy......=(
On another hand I have seen many people talking about shelving Ghazzy, his Waaagh still gives him a 2+ invul so he is still a good guy to have around partically nasty stuff, plus 7 attacks at str 10 is nothing to sneeze at.
The reason to pay 100 points upgrade over a regular warboss is not him hitting like a mag-train, but the guaranteed 6" run. With that gone, he really isn't worth his points, especially considering that you can get two warbosses instead at 2k points.
Agreed, you can get 6 str 10 attacks on the charge with a normal boss, AND 2+ (granted its not INV for a full turn but still) AND a cybork 5+ for much much cheaper. Im seriously considering running a Megaboss with some MANz AND a biker boss, in my builds. I want the Megaboss to run around with a unit of MANz for that nice kick, as well as the obvious benefits of a T6 boss zipping around the field giving the middle finger to Dreads and tanks, not to mention to be a bullet magnet
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![[Post New]](/s/i/i.gif) 2012/07/02 20:30:59
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Fresh-Faced New User
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Fair enough, maybe my love affair for Ghazzy is clouding my judgment!
I've always been dissapointed with the performance of bikes nobz, they are just so much more expensive though the new rules may help.
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![[Post New]](/s/i/i.gif) 2012/07/02 20:49:31
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Growlin' Guntrukk Driver with Killacannon
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Silentspy22 wrote:Forgive me if this has been discussed before.
With this new hullpoints thingamajig, would a list of 6 trukks and 11 boyz with a nob be viable at all? And i don't mean at tournament level. More for a fun, friendly game.
Some things for trukk runners:
- Believe it or not, despite the massive changes in vehicle damage Ramshackle hasn't been dealt with in the FAQs. I played my trukkspam list last sunday and had to reach an agreement with my opponent so as how to interpret it under 6th edition rules. As the rule is worded now, ramshackle only applies when a penetrating hit is achieved, and 'wrecked' or 'explodes!' are rolled in the damage table, what causes massive inconsistences with the new rules.
We agreed to roll on the ramshackle table for each result of 'explodes' in the damage table. For the sake of fair play, I also conceded to roll when the trukk ran out of HPs, considering it the equivalent of rolling a result of 'wrecked' in the old table.
- On the plus side, explosions are less dangerous to boarded units thanks to the Ramshackle rule.
- HPs made trukks slightly more resilient, as they negate the potentially devastating effects of glancing open topped vehicles. However, taking glances on AV10 is extremely easy, so watch out. Those Hull Points will be gone fast.
- The trukk's mobility also allows for a strategy that might be used to counter both overwatch and challenges: Move them in pairs, spot isolated units and assault them with both mobs simultaneously. One of your mobs will almost assuredly do nothing, if its not massacred in the process. The other will have free rein to krump and smash unbothered by the new rules. Just like the old days...
- Buggies are still a must, but Dakkajets (and maybe lootas in a wagon) are something to be considered. Dakka is more needed in 6th than ever before. Automatically Appended Next Post: Jag_Calle wrote:Could someone do the math as to wich is best for anti-tank duty, the trusted twl-rokkits or the ap2 KMB?
Keep the rokkits!
Twin-linked, cheaper and not prone to sudden bursts of Gets Hot!. In all a better investment.
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This message was edited 1 time. Last update was at 2012/07/02 20:52:36
War does not determine who is right - only who is left. |
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![[Post New]](/s/i/i.gif) 2012/07/02 20:58:22
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Krazed Killa Kan
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Look at it this way with Biker Nobs: their only weakness used to be Strength 8 shooting. Now you have 2 wounds and a 5+ FNP save against Strength 8 shooting.
The impact hits are cute, but the above is what's really extraordinary.
A unit of Longfangs or Psyfledreads could have theoretically massacred hundreds of points of Nobs with focused fire. Now - they can't. Nothing can, short of Railgun barrages - which are considerably more expensive, mind.
Think about that for a second. You can get hit with a Thunder Hammer and get an extra 5+ save and still have another wound left over if that fails.
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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. |
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![[Post New]](/s/i/i.gif) 2012/07/02 21:27:29
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Screamin' Stormboy
Eastern Fringe
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TedNugent wrote:
Think about that for a second. You can get hit with a Thunder Hammer and get an extra 5+ save and still have another wound left over if that fails.
I...I'm going to need a minute.  This is beautiful.
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SHOOT EM! CHOP EM! If they still walkin' they probably cheatin' |
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![[Post New]](/s/i/i.gif) 2012/07/02 21:30:46
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Fresh-Faced New User
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Time to start converting some nobs bikers!
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![[Post New]](/s/i/i.gif) 2012/07/02 21:42:06
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Battlefortress Driver with Krusha Wheel
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WaaaghGruzkull wrote:Time to start converting some nobs bikers!
Luckily I have 12 sitting on the sprue ready to build.
=D
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![[Post New]](/s/i/i.gif) 2012/07/02 22:04:50
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Liche Priest Hierophant
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hmm, well at least gitfindas no longer allow you to pre-measure, as the rulebook has that as part of the core rules
now they ignore cover!
but are they worth it?
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![[Post New]](/s/i/i.gif) 2012/07/02 22:08:21
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Lord of the Fleet
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Matt.Kingsley wrote:hmm, well at least gitfindas no longer allow you to pre-measure, as the rulebook has that as part of the core rules
now they ignore cover!
but are they worth it?
Unfortunately imo no
Yea they can take on MEQs or even TEQs if they're lucky, but I'd rather have their points worth on lootas
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![[Post New]](/s/i/i.gif) 2012/07/02 23:16:59
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Decrepit Dakkanaut
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Matt.Kingsley wrote:hmm, well at least gitfindas no longer allow you to pre-measure, as the rulebook has that as part of the core rules
now they ignore cover!
but are they worth it?
Sad to say not really. I was SERIOUSLY hoping that the git finda would give +1 BS or TL the weapon. But no. As always, if your going to run Gitz, might as well make it a 2k point game because they are going to murder some points
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![[Post New]](/s/i/i.gif) 2012/07/02 23:32:20
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Longtime Dakkanaut
Indiana
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I want to try em with more dakka could put the hurt on against some of the cover saves you can get nowadays. Cover isn't as nerfed as people think
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![[Post New]](/s/i/i.gif) 2012/07/03 00:09:11
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Krazed Killa Kan
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The problem with Flash Gitz is so much of their points cost goes towards survivability and assault viability that they really don't put out much firepower cost for cost.
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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. |
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![[Post New]](/s/i/i.gif) 2012/07/03 00:54:23
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Liche Priest Hierophant
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The problem with Flash Gitz is that they're Nobz, but nobody remembers that.
Especally with the new Allocation rules, they're equally as survivable as a basic Nob Mob, just with an emphasis on range instead of melee. I always run them with full upgrades, myself, because you're then getting 2/3 chance to ignore MEq armour, and a 1/2 chance to ignore Termie armour- and now they won't even get cover saves- which means Defensive grenades do nothing, btw. More Dakka gives you that extra shot, and Shootier means you're wounding most things on 2's.
I definitely think they're for armies over 2000 points, though, both because of their cost, and because you can now run a couple of squads of Gits in a couple of Battlewagons or Looted Wagons with the expanded FoC- something that a lot of folks said would make them worth it in the old edition.
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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! |
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![[Post New]](/s/i/i.gif) 2012/07/03 01:21:00
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Lead-Footed Trukkboy Driver
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I think Trukks are better. I would still take battlewagons 90% of the time because the boyz inside the trukkz are not better.
Depending on your interpretation, trukks still explode most of the time (and honestly, who actually ever has a trukk alive in turn 2  ), so you're pretty much automatically sending a boyz squad into the fray without fearless (which just got REALLY good).
Also, against MEQs you still need a decent squad size to make an effective unit. After a round of combat with anything that wouldn't already fold in hand to hand against something less dangerous than a boyz mob, you probably will only be left with 5-6 orks. Thats really not enough to charge into another squad of fresh marines. The 20 man squads that ride in wagons are superior in every single way.
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![[Post New]](/s/i/i.gif) 2012/07/03 06:58:34
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Dakka Veteran
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Anvildude wrote:The problem with Flash Gitz is that they're Nobz, but nobody remembers that.
Especally with the new Allocation rules, they're equally as survivable as a basic Nob Mob, just with an emphasis on range instead of melee.
Regular Nobs mobs are all characters, but Meganobz and Flash Gits are not, unfortunately.
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![[Post New]](/s/i/i.gif) 2012/07/03 07:47:40
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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tgjensen wrote:Anvildude wrote:The problem with Flash Gitz is that they're Nobz, but nobody remembers that.
Especally with the new Allocation rules, they're equally as survivable as a basic Nob Mob, just with an emphasis on range instead of melee.
Regular Nobs mobs are all characters, but Meganobz and Flash Gits are not, unfortunately.
Yup, they both should have been. But Badrukk is a character, can reroll a bunch of his hits, and now ignores cover. Every 6 you roll to hit (which is half your shots, due to BS2) with da Kapt'n will mean a S7 on whoever you dislike most, only invul saves allowed.
So a minimal unit with Badrukk might actually be worth their points. His Gold Toof armor also makes him vicious in challenges.
I also ran my Hyenas (5 nob bikers+warboss) yesterday, they pretty much disassembled an entire army. Guess what? You get to allocate all hit rolls of 6 they do with their 18 TL Dakka gun shots. They died a glorious death to a now extremely hard to stop vindicator though. That stupid thing was the last opposing model remaining, it simply refused to die and kept pulverizing stuff until the game ended. Even dodged a biltza-bommer flying straight into it. They no longer roll over to a glance, and they hit all vehicles at full strength, even if they scatter.
I'm so going to loot one as allies.
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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. |
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![[Post New]](/s/i/i.gif) 2012/07/03 09:56:06
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Calm Celestian
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Concerning the rules for Artillery, I don't think the grots are going to be T7 as that's the gun model's stats. You would need majority model toughness or a grot for every gun: no more. So to the poster wanting a bunch of grots, it'll hurt before it gets better. Also, the opponent could shoot at the artillery side and that would get removed first leaving a bunch of grots and no cannons to shoot.
A good change up but still needs some thought in execution.
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My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
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