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![[Post New]](/s/i/i.gif) 2012/07/04 02:05:17
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Krazed Killa Kan
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I think that when people say "the Kan Wall is dead," they mean the configuration of using Kan Walls for a 4+ cover save is dead. That doesn't mean that you can't use Kans, or that they don't have a niche, that just means that they cannot be used en masse to confer a 4+ cover save to your army.
And so the question is how does a cadre of Kans with Grotzookas perform? Or how do they perform as a cheap unit of DCCWs? Or midfield BS3 Rokkits?
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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) 2012/07/04 02:26:07
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Battlefortress Driver with Krusha Wheel
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TedNugent wrote:I think that when people say "the Kan Wall is dead," they mean the configuration of using Kan Walls for a 4+ cover save is dead. That doesn't mean that you can't use Kans, or that they don't have a niche, that just means that they cannot be used en masse to confer a 4+ cover save to your army.
And so the question is how does a cadre of Kans with Grotzookas perform? Or how do they perform as a cheap unit of DCCWs? Or midfield BS3 Rokkits?
This is exactly what I have been thinking. It's called a paradigm shift. Yes, the old Kanwall is more or less half the man it used to be, but that doesn't mean 9 Kans can't do something interesting in the game.
I believe "Kanwall" is dead, but I seriously doubt "Dredbash" is dead. I feel like Kans still have a lot to offer as tactical mobile gun platforms. With squad rules, wound allocation, hull points, and repair rules changed, I think we'll just have to think a bit and see what we come up with.
At the very least people need to quit thinking in terms of 2 hull points, and start thinking fo them in terms of 6 repairable hull points.
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This message was edited 1 time. Last update was at 2012/07/04 02:27:39
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![[Post New]](/s/i/i.gif) 2012/07/04 02:43:19
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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5th God of Chaos! (Ho-hum)
Curb stomping in the Eye of Terror!
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Good points... now there's a reason to buy grot riggers on those Kans!
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Live Ork, Be Ork. or D'Ork!
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![[Post New]](/s/i/i.gif) 2012/07/04 02:55:25
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Liche Priest Hierophant
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I remember seeing this one guy posting a list for 2000 point games with 4 Big Meks, 4 Deffdredds (2 with 4xDCCW, 2 with double KMBs), and 12 Killa Kanz in 4 Squadrons- 3 Squads with rokkits/KMB and 1 with Grotzookas. Filled the rest with some min grot squads. Automatically Appended Next Post: Though I think they'd benefit most from some min Burna mobs with max Meks.
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This message was edited 1 time. Last update was at 2012/07/04 02:55:50
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) 2012/07/04 03:01:09
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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PanOceaniac Hacking Specialist Sergeant
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Great to hear some positivity on Kans! I really love me my 6 kans + 3 looted sentinels
Quick question, if a Kan is in base contact with a BW, and there's a mek inside the wagon, does the mek count as being in base contact with the Kan and thus can effect repairs? If it does, then a wagon loaded with 12 lootas and 3 meks could be an effective mobile firebase / repair station.
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DA:70+S--G-M+B++I+Pw40k09++DA+/hWD-R-T(BG)DM+ |
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![[Post New]](/s/i/i.gif) 2012/07/04 03:23:00
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Insect-Infested Nurgle Chaos Lord
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I doubt it, as the Mek has to be B2B, and he isn't if he's inside the BW, even if it is..
Be nice though.
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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
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![[Post New]](/s/i/i.gif) 2012/07/04 06:59:40
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Waaagh! Warbiker
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tgjensen wrote:Jidmah wrote:You have also missed the second buff. You can now throw tankbusta bombs. Throw, as in 8" AP4 assault 1.
Where exactly do you find the rules for thrown Tankbusta bombs?
You can throw krak grenades (well, one member of a squad can per turn instead of any other shooting weapon(s) they have).
The Ork Codex specifically states that Tankbusta Bombs are treated just like krak grenades but roll 2D6 penetration.
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![[Post New]](/s/i/i.gif) 2012/07/04 08:01:56
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Longtime Dakkanaut
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Anvildude wrote:shogun wrote:
I think you forget the loota dakka dakka wagon list  :
3 battlewagons with dakka and Moar Dakka and maybe deffrolla's
3x 15 loota's go into the battlewagons with a few meks to repair those hullpoints and shooting with precision strikes
3 x dakkajets
fill up points with [/color=blue]Shoota Boyz[/color]...
Stol- I mean, Fixed that for ya.
I will fix that for you..
my 1750 point list:
Big mek with KFF
Warboss biker for hunting OR Mega armour warboss for counterattack
15 loota's with 3 meks (either kustom mega blasta or big shoota's for precision strikes)
15 loota's with 3 meks (either kustom mega blasta or big shoota's for precision strikes)
15 loota's with 3 meks (either kustom mega blasta or big shoota's for precision strikes)
Battlewagon with 4 big shoota's, zappgun, extra armor and deffrolla (you need sumthing to kill off those armor 14 vehicles)
Battlewagon with 4 big shoota's, zappgun, extra armor and deffrolla
Battlewagon with 4 big shoota's, zappgun, extra armor and deffrolla
20 grots
10 grots
10 grots
dakkajet
dakkajet
dakkajet
I like this list... i like it a lot!
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![[Post New]](/s/i/i.gif) 2012/07/04 08:38:36
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Dakka Veteran
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Dribble Joy wrote:tgjensen wrote:Jidmah wrote:You have also missed the second buff. You can now throw tankbusta bombs. Throw, as in 8" AP4 assault 1.
Where exactly do you find the rules for thrown Tankbusta bombs?
You can throw krak grenades (well, one member of a squad can per turn instead of any other shooting weapon(s) they have).
The Ork Codex specifically states that Tankbusta Bombs are treated just like krak grenades but roll 2D6 penetration.
Right you are. Thanks.
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![[Post New]](/s/i/i.gif) 2012/07/04 09:56:07
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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In addition, Tankbusta Bombs can also be found in the apendix for ranged weapons, including their 2d6 penetration, for anyone even thinking of yelling "loop hole!".
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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) 2012/07/04 10:08:39
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Mutilatin' Mad Dok
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Okay, now I apologise for playing the part of the ignorant (our rulebook is still half a week out prior to local release), but what are the requirements for a "character" in a unit?
I'm looking at my Grot Tanks (which I admittedly can't play with currently, without knowing how many hull points they have), and wondering if the Kommanda upgrade means that grot tank is a character. The ruling states that one grot tank can be upgraded to a Kommanda, mounting a second weapon, and allowing them to re-roll their dice for movement while he lives. Would that qualify? Being able to potentially allocate two KMB shots would be neat.
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![[Post New]](/s/i/i.gif) 2012/07/04 10:40:59
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Tough-as-Nails Ork Boy
UK
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I heard it mentioned somewhere that Zzap Guns auto-hit again, is it true? I havent seen anything mentioned in this thread, if they do that's a big bonus to bring back to them!
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We need MOAR Dakka!
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![[Post New]](/s/i/i.gif) 2012/07/04 11:34:19
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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Kharrak wrote:Okay, now I apologise for playing the part of the ignorant (our rulebook is still half a week out prior to local release), but what are the requirements for a "character" in a unit?
I'm looking at my Grot Tanks (which I admittedly can't play with currently, without knowing how many hull points they have), and wondering if the Kommanda upgrade means that grot tank is a character. The ruling states that one grot tank can be upgraded to a Kommanda, mounting a second weapon, and allowing them to re-roll their dice for movement while he lives. Would that qualify? Being able to potentially allocate two KMB shots would be neat.
Pretty easy, there is a list in the back of BRB like the one in the back of the codex, but with a (C) on characters. Ork characters are Warbosses, Big Meks, Weird Boyz, Nobz, Warbiker Nobz, 'ard Nobz, Pain Boyz, Meks and Runtherds - in addition to all named Characters.
Beatonator wrote:I heard it mentioned somewhere that Zzap Guns auto-hit again, is it true? I havent seen anything mentioned in this thread, if they do that's a big bonus to bring back to them!
The BRB doesn't even mention Zzap Guns. The FAQ also hasn't changed, which tells you the opposite.
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This message was edited 2 times. Last update was at 2012/07/04 12:29:41
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) 2012/07/04 12:17:46
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Tough-as-Nails Ork Boy
UK
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Jidmah wrote:The BRB doesn't even mention Zzap Guns. The FAQ also hasn't changed, which tells you the opposite.
Dang. I haven't got the 6th edition yet. I am hanging tight with 5th for a little while until I can save the cash to get 6th, but I'm reading all the info on 6 I can. Shame about the Zzap Guns!
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We need MOAR Dakka!
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![[Post New]](/s/i/i.gif) 2012/07/04 12:40:58
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Growlin' Guntrukk Driver with Killacannon
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rabidaskal wrote:Great to hear some positivity on Kans! I really love me my 6 kans + 3 looted sentinels
Quick question, if a Kan is in base contact with a BW, and there's a mek inside the wagon, does the mek count as being in base contact with the Kan and thus can effect repairs? If it does, then a wagon loaded with 12 lootas and 3 meks could be an effective mobile firebase / repair station.
I've got 3 Looted Sentinels as well. +3 old metal ones along with 3 new plastic ones. Realy easy to tell the mobs apart.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2012/07/04 13:05:57
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Smokin' Skorcha Driver
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I will finally run my first game of 6th tonight thinking in running something like:
No Name (999pts)
1000pt Orks 6th Ed Roster (Standard)
* HQ (190pts)
* Big Mek (95pts)
Choppa, Cybork Body, Kustom Force Field
* Warboss (95pts)
'Eavy Armour, Power Klaw, Twin-Linked Shoota
* Elites (225pts)
* 5xLootas (75pts)
* 5xLootas (75pts)
* 5xLootas (75pts)
* Troops (350pts)
* Ork Boyz (175pts)
Big Shoota, 20x Shoota Boy
* Nob
'Eavy Armour, Big Shoota, Bosspole, Power Klaw
* Ork Boyz (175pts)
Big Shoota, 20x Shoota Boy
* Nob
'Eavy Armour, Big Shoota, Bosspole, Power Klaw
* Heavy Support (234pts)
* Big Gunz (78pts)
3x Kannon
6x Additional Grot Krew
* Big Gunz (78pts)
3x Kannon
6x Additional Grot Krew
* Big Gunz (78pts)
3x Kannon
6x Additional Grot Krew
Created with BattleScribe ( http://www.battlescribe.net)
Opinions?
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![[Post New]](/s/i/i.gif) 2012/07/04 14:02:27
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Lord of the Fleet
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Kharrak wrote:Okay, now I apologise for playing the part of the ignorant (our rulebook is still half a week out prior to local release), but what are the requirements for a "character" in a unit?
I'm looking at my Grot Tanks (which I admittedly can't play with currently, without knowing how many hull points they have), and wondering if the Kommanda upgrade means that grot tank is a character. The ruling states that one grot tank can be upgraded to a Kommanda, mounting a second weapon, and allowing them to re-roll their dice for movement while he lives. Would that qualify? Being able to potentially allocate two KMB shots would be neat.
Problem is you're using forgeworld rules
Forgeworld has yet to update their rules (which I would imagine to take some time). Plus I do not think Vehicles can be characters (unless a walker? Correct me if I'm wrong)
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This message was edited 1 time. Last update was at 2012/07/04 14:03:08
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![[Post New]](/s/i/i.gif) 2012/07/04 14:24:02
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Mutilatin' Mad Dok
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kenshin620 wrote:Kharrak wrote:Okay, now I apologise for playing the part of the ignorant (our rulebook is still half a week out prior to local release), but what are the requirements for a "character" in a unit?
I'm looking at my Grot Tanks (which I admittedly can't play with currently, without knowing how many hull points they have), and wondering if the Kommanda upgrade means that grot tank is a character. The ruling states that one grot tank can be upgraded to a Kommanda, mounting a second weapon, and allowing them to re-roll their dice for movement while he lives. Would that qualify? Being able to potentially allocate two KMB shots would be neat.
Problem is you're using forgeworld rules
Forgeworld has yet to update their rules (which I would imagine to take some time). Plus I do not think Vehicles can be characters (unless a walker? Correct me if I'm wrong)
Yeah waiting on that - but I was under the (incorrect) impression that there was a way to see if certain units were characters. Possibly encouraged by some memories from Pancake edition. Anyway, considering there is apparently a list, I'll have to wait until Forgeworld get their updates together. Ah well, opens up about 250pts in my lists until then.
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![[Post New]](/s/i/i.gif) 2012/07/04 14:34:19
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Dakka Veteran
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Quoting the rulebook, under Character Types, page 63: "Most characters are fielded in units from the start of the game, and represent squad leaders, such as a Space Marine Veteran Sergeant. They have their own profile, but do not have a separate entry. They are effectively just another trooper in their unit, with enhanced characteristics and perhaps a wider selection of weapons and wargear choices. Other characters, such as Mephiston of the Blood Angels, fight as units on their own. They are either mighty, or feared enough by their own kind, that they don't take to the battlefield with other warriors. Regardless of their potency, all follow the rules for characters."
For extra precision, there is also a reference list in the back where all types of units are listed, and this is where people see that Paladins, Nobz (but not Meganobz or Flash Gits) and Wolf Guard are characters. However, it seems very likely that any model with its own statline in a unit would qualify as a character - Painboys and Mekboys are characters as well, without being squad leaders.
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This message was edited 1 time. Last update was at 2012/07/04 14:35:27
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![[Post New]](/s/i/i.gif) 2012/07/04 19:19:55
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Liche Priest Hierophant
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And I don't think there's a limit on what unit types can be characters. Bjorn and... Pasque? I think? (the IG Tank guy) are both vehicles.
Dag. allocated shots from a LRBT.
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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) 2012/07/04 19:54:53
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Waaagh! Warbiker
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Anvildude wrote:Dag. allocated shots from a LRBT.
Balls to that.
Punisher.
Edit:
Could use some input on this.
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This message was edited 1 time. Last update was at 2012/07/04 19:56:01
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![[Post New]](/s/i/i.gif) 2012/07/04 22:42:10
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Battlewagon Driver with Charged Engine
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Orks got a huge buff from allies. Previously we could do gak all against land-raiders at range. Now we can bring some friendly broadsides or lovely contingent of looted demolishers
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H.B.M.C. wrote:
"Balance, playtesting - a casual gamer craves not these things!" - Yoda, a casual gamer.
Three things matter in marksmanship -
location, location, locationMagickalMemories wrote:How about making another fist?
One can be, "Da Fist uv Mork" and the second can be, "Da Uvver Fist uv Mork."
Make a third, and it can be, "Da Uvver Uvver Fist uv Mork"
Eric |
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![[Post New]](/s/i/i.gif) 2012/07/04 23:47:12
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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Or simply smash it with a warboss hitting on 3+ or the now a lot less useless tanbustaz.
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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) 2012/07/05 00:02:31
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Liche Priest Hierophant
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Stop:
TANKHAMMERTIME!
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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) 2012/07/05 00:10:10
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Insect-Infested Nurgle Chaos Lord
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Don't forget that they can pepper the enemy with rokkits (snap fired) as the BW rattles along along too..
Tankbustas were always a favourite unit for me, and now they are actually effective as well
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This message was edited 1 time. Last update was at 2012/07/05 00:10:41
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
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![[Post New]](/s/i/i.gif) 2012/07/05 00:18:41
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Longtime Dakkanaut
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youbedead wrote:Orks got a huge buff from allies. Previously we could do gak all against land-raiders at range. Now we can bring some friendly broadsides or lovely contingent of looted demolishers
This seems a useful approach. They'd only be 'allies of convenience', but offhand I don't see any likely rule disadvantages as a result.
And modellingwise, converting a walker with a looted TL railgun and missiles, counting as a Tau Broadside, seems tremendously cool
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![[Post New]](/s/i/i.gif) 2012/07/05 00:47:07
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Liche Priest Hierophant
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That's the best part about Allies and Orks. You can always convert them to be Orky!
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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) 2012/07/05 06:30:45
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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Clang wrote:youbedead wrote:Orks got a huge buff from allies. Previously we could do gak all against land-raiders at range. Now we can bring some friendly broadsides or lovely contingent of looted demolishers
This seems a useful approach. They'd only be 'allies of convenience', but offhand I don't see any likely rule disadvantages as a result.
And modellingwise, converting a walker with a looted TL railgun and missiles, counting as a Tau Broadside, seems tremendously cool 
We don't get any brothers in army, so allies of convenience is fine. We can't join their units, but that's about it for downsides.
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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) 2012/07/05 09:50:22
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Dakka Veteran
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It was just pointed out on another forum that if one model in a unit has Slow and Purposeful, the entire unit has it. So stick a Mega-Armored Big Mek in front of a unit of Lootas, bam: Move and shoot, and 2+ armor save for everybody until he dies.
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This message was edited 2 times. Last update was at 2012/07/05 09:52:31
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![[Post New]](/s/i/i.gif) 2012/07/05 10:30:58
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Sneaky Kommando
Gothenburgish
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Err, now that's just ridiculous... Here's hoping that particular loophole gets FAQd...
/Calle
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