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![[Post New]](/s/i/i.gif) 2012/08/09 01:52:51
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Alluring Mounted Daemonette
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Bonzofever wrote:
Thanks for the dimensions of ADL, I don't want to spend money on the official stuff, I'm planning to do something more orky.
How about using Ork Barricades? Does anyone know if they have similar dimensions?
check out my sig link for my WIP blog. got a 100% scrap ork ADL in the works. its really easy to make an ork adl... but some people are pretty picky about the hight dimentions...
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![[Post New]](/s/i/i.gif) 2012/08/09 17:53:03
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Alluring Mounted Daemonette
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Beer4TheBeerGod wrote:keltikhoa wrote:
check out my sig link for my WIP blog. got a 100% scrap ork ADL in the works. its really easy to make an ork adl... but some people are pretty picky about the hight dimentions...
They look good. Definitely needs more stuff on them though. I find that spackle makes for a great foundation, especially when you glue on bits of sand and then coat the whole thing in watered down PVA to seal it all in.
Ya those are stage 1 pics. Getting rubble and random bits and basing pics up soon. I plan to steal the design for the quad gun from the guy who posted pictures of one on page 37 of this thread. thank you to that guy for the brilliant design idea
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This message was edited 1 time. Last update was at 2012/08/09 17:54:57
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![[Post New]](/s/i/i.gif) 2012/08/13 22:11:41
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Alluring Mounted Daemonette
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Pros:
1.) Hull points makes open topped vehicles and maxed squads of Kans and Buggies more durable to glances. Also, make Deff Dreads quite alluring now.
Anyone verified this? I love my dreads but since i have yet to play a 6th game was wondering if they are still good with 4 dccw. i am thinking of a list that looks something like
2x Big Mek
2x 20 shoota boys w nob Pclaw and bpole
2x troop dread 4 dccw each
3x Dread 4 dccw each
15 lootas
not exactly sure on the points cost. dont have access to codex atm just brainstorming. but its somewhere in the 1250- 1500 range
any ideas?
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This message was edited 1 time. Last update was at 2012/08/13 22:15:16
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![[Post New]](/s/i/i.gif) 2012/08/14 17:16:07
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Alluring Mounted Daemonette
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matphat wrote:
I can verify that Kans and Dreds make it across the field with about the same survivability as when they were covered by the 5th Ed. KFF. Between hull points and the 6th Ed. KFF it seems to even out.
But that's only verifying that tactic. After that, all bets are off because walkers quite a bit less effective in CC now. The big deal breakers are grenades landing at WS now, and the "We can't hurt it" rule makes tying up units impossible. I actually really like "We can't hurt it", but marines spamming grenades at WS is really tough on Dreds.
They can still work, but in my opinion, they just don't feel as awesome anymore.
Regarding Trukk mobs. Anyone think that mobz of 12 boyz is really just riding too close to the "not fearless" edge?
Thanks for the info... I posted the list in army list forum as well after building its to points cost.
1250 pts
2x bigmek BP, eavy armour, cybork, burna, KFF
2x Troop deffdread 4 dccw
3x deffdread 4ccw
2x 20 shoota boyz, nob bp pk 2xBS each squad
1x 9 lootaz
while not as awesome as before, 5 dreads at 1250 would still be intimidating and take a good bit to get rid of.
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This message was edited 1 time. Last update was at 2012/08/14 17:17:49
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![[Post New]](/s/i/i.gif) 2012/08/15 04:45:17
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Alluring Mounted Daemonette
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matphat wrote:
Keep in mind that the KFF bubble only obscures the vehicles in it's range. This is a big change for squads of Kans. It wont affect the list you posted, but I thought it worth bringing up.
all tips are welcome thanks
Alternatively I can drop the 3 HS deffdreads for:
2x Dakkajet extra supa shoota, RPJ, fighter ace
and take 3 more lootas, Likely split the now 12 total into
2x 6 loota squads
Someone else suggested that the jets were great for drawing fire away from approaching army while throwing down a literal ton of lead.
Just gotta get the models for the dakkajet
Also... "Our weapons are useless" says if a unit is locked in combat with a unit it cannot hurt. AND grenades are only 1 per turn per unit. Can the unit run away if the only means to hurt my deffdread is krak grenades? As a krak grenade has a chance to on a 6 to glance. alternatively can the unit run if only one model from the unit has the ability to hurt it?
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This message was edited 1 time. Last update was at 2012/08/15 05:02:13
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![[Post New]](/s/i/i.gif) 2012/08/22 19:12:52
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Alluring Mounted Daemonette
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![[Post New]](/s/i/i.gif) 2012/09/10 03:52:47
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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Been going threw some of the other FAQs. We lost some cheese but so did some of the other xenos armies... big surprise right... but here is one of note -
Q: Do Dark Eldar allies count as Eldar for the Farseer psychic
powers Fortune and Guide? (p28)
A: No.
Not sure if anyone has had many problems with Dark Harlestar lists but that helps a little
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![[Post New]](/s/i/i.gif) 2012/09/17 18:49:07
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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I still cant believe cover save for deff rolla.... BRB says no cover saves for hits in melee. what do they honestly consider a Deff Rolla hit to be??? a shooting attack?!?
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![[Post New]](/s/i/i.gif) 2012/09/18 16:08:17
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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MechanicusOmnisWrex wrote:
Re : KFF .. I would have thought the Ork telekinetic beleif they have would make it work, such as their weapons which only work in the hands of orks. The KFF would only protect the Orks 'cus only orks believe that a big whirring smoke belching thing-a-ma-jig with added whirly bits is going to keep them alive longer.
Good point! too bad rules are not written from fluff
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![[Post New]](/s/i/i.gif) 2012/09/18 19:40:50
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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So the orks beliefs works like oil for their tech... An engine will run a few minutes without oil, but is likely not something you want to be standing next to while its doing it.
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![[Post New]](/s/i/i.gif) 2012/09/18 20:14:28
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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Yes they do but I was saying their belief thing works like oil...
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![[Post New]](/s/i/i.gif) 2012/10/05 17:34:10
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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@wowsmash
Are you planing on your boyz being shoota or slugga boyz?
Having a ton of boyz is not a bad idea... but remember they are just boyz. that amount of dakka can mow down a ton of stuff but they are going to die in droves as well.
You also should look at splitting up the lootas to 3x 10 man.
as stated in the previous few pages there are many advantages to having more units and thus target saturation. 2x 15 gives you 30, 60, 90, shots from your lootas or 15, 30, 45 if you lose one or one gets tied up in assault. 3x 10 gives you the same 30, 60, 90 shots but you get 20, 40, 60, if you lose one or one gets tied up in assault.
and since you do not include any other choices to your listed FOC that would limit you to 2 I highly suggest 3 units.
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This message was edited 1 time. Last update was at 2012/10/05 17:35:33
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![[Post New]](/s/i/i.gif) 2012/10/08 17:26:35
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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played a 500pt teaching game on saturday. My orks vs my daemons. My friend was playing orks.
SAG was hilarious, at one point he rolled a str 10 (6+4), followed by a precise shot on the scatter die, directly on top of my herald of khorne on bloodcrusher and then rolled a 1 to wound
Quick question on that... if a SAG hits and causes wounds do you take wounds from the front of the unit or from under the marker?
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![[Post New]](/s/i/i.gif) 2012/10/08 19:14:09
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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I believe its just 1 FOC. he listed the 2 warbosses twice, the 2nd time being the unit they are joining which is why its a 19 squad in a wagon Automatically Appended Next Post: oops ignore that.... 4 elites not 4 hq
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This message was edited 1 time. Last update was at 2012/10/08 19:16:52
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![[Post New]](/s/i/i.gif) 2012/10/09 19:36:31
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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No thats not too much to ask for but then they will likely make it a one use only item
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![[Post New]](/s/i/i.gif) 2012/10/10 15:38:28
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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4 deffdread 18 kans.... tabled on turn 2 by necrons.
ok maybe not THAT bad but....
I will be happy to see the new ork dex, IF by some random aligning of the universe we get ap4 choppas I will regret having converted my slugga boyz to shoota boyz.
Automatically Appended Next Post: Or rending choppas
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This message was edited 1 time. Last update was at 2012/10/10 15:48:27
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![[Post New]](/s/i/i.gif) 2012/10/13 23:45:11
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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Likely not yet. so you may be able to swing it for a while. but if the tactic becomes widespread I am sure it will get hit with a "any unit chosen from Codex:Orks" restriction like many of the other things similar to this.
As for slugga boys getting ripped apart by overwatch... I have played less than 10 games in 6th so far but I commonly play as crons vs my friends nids. (mainly because they are my registered DDWWC army) and even with tesla 3 hits on 6's i have not seen overwatch do very well. I count myself lucky if I get 1 kill and extremely fortunate to get 2 kills. and thats vs Gaunts.
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![[Post New]](/s/i/i.gif) 2012/10/14 03:22:27
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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Page 51 BRB
More than one weapon
If a model has more than one Melee weapon, he must choose which one to attack with when he comes to strike blows - he cannot mix and match the abilities of several different melee weapons. However it is worth noting that if a model has two or more melee weapons he gains +1 attacks in close combat.
Pistols as close combat weapons
A pistol can be used as a close combat weapon, If this id done, use the profile given above - The strength, ap and special rules of the pistol's shooting profile are ignored.
and of course the profile referred to is
close combat weapon range - S user AP - Type Melee
So yeah... I would say if you have a slugga and a power claw you can choose to beat you opponent with the slugga on your faster I phase, but thats only really usefull if you can swing first or at the same time as on i2 or i3. If you are going 2nd anyway there is no reason not to use the power claw.
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This message was edited 1 time. Last update was at 2012/10/14 03:25:08
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![[Post New]](/s/i/i.gif) 2012/10/14 03:37:17
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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More stuffs to consider.
BRB PG 60
Power Klaw
Range - Sx2 AP2 Type Melee, Specialist Weapon, Unwieldy
BRB PG 42
Specialist Weapon: A model fighting with this weapon does not receive the +1 attack for fighting with two weapons unless both weapons have the specialist weapon rule.
BRB pg 43
Unwieldy: A model attacking with this weapon does so at initiative step 1, unless it is a monstrous creature or a walker.
SO power klaw does not gain +1 attack from slugga as the slugga is not a "specialist weapon"
HOWEVER
if you do have a slugga and power klaw, you do get to choose which one to attack with because unwieldy clearly says "a model attacking with" and not "a model equiped with"
Either way you dont get the +1 attack for 2 weps because PK is a specialist weapon and slugga is not
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This message was edited 3 times. Last update was at 2012/10/14 03:40:57
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![[Post New]](/s/i/i.gif) 2012/10/14 04:04:22
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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@ MrMoustaffa
Yes I realize that, see my post prior to that one talking about multiple weapons and choosing. Valminder had asked it if was written anywhere in the BRB and I provided that, Then Loota boy stated about not using the +1 attack and that he had no 6th brb, so I provided the 2nd post talking about not getting the +1 attack
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This message was edited 1 time. Last update was at 2012/10/14 04:05:11
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![[Post New]](/s/i/i.gif) 2012/10/19 02:46:18
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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I ran some in a fun game. I reversed the idea of kan wall a bit to do it, 3 dreads behind 2 bwagons full on nobz. Opponent was busy with the wagons so they got into CC. It was against nids so I didnt have to worry about grenades but smash is REALLY good at killing walkers. or any vehicle for that matter. my experience, too many things can kill them ez. MC's eat em easy even if its a non cc oriented MC. Infantry with nades can kill em easy, tanks can kill em easy on the way to em w/o proper screen. I love my deffdreads but yeah they are at best a so so unit now.
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![[Post New]](/s/i/i.gif) 2012/10/19 14:36:06
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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Jidmah wrote:Don't the battlewagons outrun the deff dreads?
Did it work for you when deploying on small board edges?
Yes they out run them, but since it was a friendly game and he was nids we ended up basically stacking mid and getting into a grand melee, so didnt really apply in the game. if it were vs an army that made me chase them down with the wagons then yes the wagons get too far ahead and the dreads fall farther and farther behind. Its not a tactic I would suggest using. Just something I tried caus I was interested. trying to think outside the box if you will to maybe breath life back into dreads.
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![[Post New]](/s/i/i.gif) 2012/10/22 14:43:47
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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Jidmah wrote:
Well, I could actually see that army working, as (unlike kanz) you could field deff dreads as troops without wasting precious heavy support slots. That's why I'm asking 
It showed some potential... but not a whole lot. maybe some more trial games. I was runing 2 warbosses so the wagons full of nobs were my troops. You may be right though, 2 big meks w lootas and or burnas in wagons to keep em rolling and the 2 dreads as troops may work. Just dont fight necrons
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This message was edited 1 time. Last update was at 2012/10/22 14:53:15
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![[Post New]](/s/i/i.gif) 2012/10/24 15:26:50
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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There is a great tutorial on here for building manz out of nobz. ill see if i can find it again
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![[Post New]](/s/i/i.gif) 2012/10/24 15:41:14
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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Ninja'd by matphat. Just found the link to orksforge as well
Automatically Appended Next Post: On a side note... if you already have the weaponry you need to scratch build em someone else suggested using black orks from fantasy as base models since they seem to be bigger. I have not made them yet but I was thinking savage ork boys as bases for MANZ would be cool as well and try to work in some of the savage bitz onto the MANZ armor.
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This message was edited 1 time. Last update was at 2012/10/24 15:50:17
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![[Post New]](/s/i/i.gif) 2013/02/08 23:09:49
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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Vineheart01 wrote:
EDIT: I could see being disallowed to target the flyrant while hes swooping because of the whole "Autohits never hit fliers" but i usually bring him crashing to the ground every shooting phase he isnt locked in combat, and i can still zap him when hes in combat anyway so even thats not a safe thing for him.
Wait wait what? where does it say autohits never hit fliers?
Im fairly certain the FAQ said autohits can hit fliers, In fact autohits that dont cause damage can still make a FMC crash. Specifically tau marker lights hits (autohits) DO cause a crash test on FMC.
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![[Post New]](/s/i/i.gif) 2013/03/04 16:55:55
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Alluring Mounted Daemonette
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I scratch built my skyshield landing pad, I originally planed the sides to be able to fold up and down but ended up making them static up, It does however have a nice ramp that goes up and down providing the model with a access point, and yes a waggon can fit up it
That said I only play casual and everyone I have actually used it with is good with
Ramp Down = Unfurled rules + access point (all units)
Ramp Up = Furled rules + no access for non skimmer, Jump, etc.
that being said
I would not think it would be too much of a stretch to agree one side of your GW skyshield has a ramp of some sort to provide an access point. as long as you and your opponent agrees which side it is before the game.
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