Switch Theme:

Ork player speculations for 6th ed.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in is
Fresh-Faced New User




Now I know a lot of you are lamenting and thinking of some dreary 6th ed rule facts that've seemingly broken our greenskin horde, but I prefer to see the good side of things, so here's my thoughts on 6th ed for orks and I invite anyone with a constructive and bright opinion to join me. I for one approve greatly of 6th edition, but im here to talk about orks:

Bad parts:

1) I like change, this new edition is like a cool breeze on a hot summer day.

2) Transports got out of hand in 5th ed, I love to see them put in their place again, a support role (where transports belong in the real world!).

3) Vehicle damage struck me as dumb, either you scratched the paint or blew a fuel tank, hull points fixed that.

Now on to ork facts:

1) Our star player, Thraka, has been reduced from major army buffer to mere CC monster, I'd still take him for the sheer 2+ thrill, but hes no longer a must in my hordes.

2) Our boys get pushed around with the new wound allocation, though I prefer it over the old system, the mechanics of it make for some really wonky games for ork horde players:
-A, the fact that we must no hide our nobs means that we must walk a tightrope with nob placement, too far in the back would deny them their attacks, too close to the front makes them vulnerable to incoming shots.
-B, A mob will make little or no progress on the enemy firing line if they get focused on, the only way to remedy this is to bunch your boys close together, which makes them susceptible to blasts.

3) Nob squad leaders get CRUSHED by the new challenge rules, I have yet to think of a challenge where a PK nob would not loose out somehow:
-A: Boy mob VS Terminators, Sergeant challenges Nob, Sergeant hits at I 4 and stands a reasonable chance of killing the nob (not to mention if it is an Assault terminator sergeant with TH-SS), even if the Nob would come out on top, he is denied from applying his 4 attacks to the terminator unit as a whole, and can at best only kill one model.
-B: Boy mob VS IG blob, Sergeant challenges nob, Nob most likely wipes floor with the Sergeant ut is again denied his 4 attacks against the IG blob as a whole and only gets to kill one model.
-C: Boy mob VS Daemon prince, Prince challenges nob, nob has choise: Die to daemon prince or loose attacks?
You get the picture.

4) Grot screen and KFF got marginally less useful.

5) Snikrot doesnt work anymore.

6) Weirdboys are the only non-sq HQ Psykers in the Game who don't get powers from the big book.

7) Burnas are AP 3 in melee now.

8) Nob FNP dropped to 5+.

9) Stormboys must now make a fairly difficult choise when to use their jumppacks.

10) Some would argue that other bikes getting 5+ makes ork bikes less special.

11) Furious charge lost +1 I, a loss I hardly felt, though someone out there with IG or Tau arch nemeses might feel otherwise.


Now for the good changes:

1) 2+ Saves are now where its at, and Slow&Purposeful seems not to be a big deal any more, heralding the return of meganobs and Megabosses back to the play field.

2) Since characters are marginally better now, Warbosses and Big Meks may just be worth their points in combat/shooting now.

3) Waaagh is still useful (even though Thrakas buff is not as good as before).

4) Fearless saves are history, making boys that much more hardy in melee now.

5) Burna boys are near unassailable bar 3+ saves now.

6) Shoota boys are even better.

7) Lootas make excellent AA, not to mention the benefits from snap fire and overwatch.

8) Trucks are comparably hardy for their pts and AV.

9) Stormboys and bikes get a new kind of impact hits, unfortunately at str 3.

10) all our vehicles now get to fire their weapons wildly, the big-shoota battlewagon is back.

11) Deff dreads wont get immobilised on round 1 as often and Kans aren't as vulnerable to immobilised results any more.

12) Ork flyers are great fun and useful now that they dont get shot down so easy.

13) Allies brings lots of conversion opportunities, including grot crewed russ squads and railgun killa-kans.

14) With 2+ armour back in fashion normal Meks might become more popular.

15) Flashgitz ignore cover, and they can fire overwatch, thats kinda cool, they must'ave thought of 6th ed when they invented this unit!!

All in all, I feel like our codex got hit rather badly, though I did expect i'dd have to change my lists somewhat, i'm going to look forward to my next game with 6th edition.


What orks need at this point:
1) A way to protect their nob squad leaders, perhaps access to cybork bodies (along with all their other wargear options).
2) A way to make a horde connect with the enemy, wound allocation (Ive decided to call it "Pushback") wreaks havoc with our ability to make it into melee because it is in the nature of our army to loose models by bucketloads, in this edition lost models = lost distance to melee, and ork hordes loose a LOT of models each round.
3) A reason to take slugga-boys over shoota boyz.
4) New buggy/Kopta models.

Keep in mind guys that rumours abound that we've got another "Januwaaaghry" coming, so dont go assembling too many models before then.

Sure i've left lots of things unsaid, but that where you guys come in
   
Made in si
Foxy Wildborne







Nob bikers are now base T5, so they can't be creamed by Str 8-9 and they even get FnP vs lascannons.

No more No Retreat wounds that wipe out whole Mobs.

Awesome awesome awesome rules for artillery (Big Gunz) - wound vs. T7, then allocate to a grot!

Jinking Deffkoptas

Don't have to buy excessive wargear to make use of wound allocation shenanigans on Nobz.


The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






We have a thread like this over in tactics, the OP even keeps the first post updated.

http://www.dakkadakka.com/dakkaforum/posts/list/456724.page

I agree with most things you said, but nobz aren't exactly push-overs for most squad leader. Marine sergeants of all flavours will struggle causing two wounds when getting charged. Considering how easy they can be killed, I think expensive weapon upgrades for them will get scarce, which in turn helps us more in challenges.

Also challenging a unit with a warboss is going to be suicidal, all big meks should get burnaz now, to cut open daring marines.

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 is
Fresh-Faced New User




Oh yeah i forgot the no-retreat part, a big win for boyz!

Ima check out the other thread, thaanks for the heads up
   
Made in es
Growlin' Guntrukk Driver with Killacannon






Tsuruki wrote:3) Nob squad leaders get CRUSHED by the new challenge rules, I have yet to think of a challenge where a PK nob would not loose out somehow:
-A: Boy mob VS Terminators, Sergeant challenges Nob, Sergeant hits at I 4 and stands a reasonable chance of killing the nob (not to mention if it is an Assault terminator sergeant with TH-SS), even if the Nob would come out on top, he is denied from applying his 4 attacks to the terminator unit as a whole, and can at best only kill one model.
-B: Boy mob VS IG blob, Sergeant challenges nob, Nob most likely wipes floor with the Sergeant ut is again denied his 4 attacks against the IG blob as a whole and only gets to kill one model.
-C: Boy mob VS Daemon prince, Prince challenges nob, nob has choise: Die to daemon prince or loose attacks?
You get the picture.


THIS. While I'd never charge a MC under the new rules, A and B are fairly likely scenarios. In fact, I've already been through that myself.

Jidmah wrote:I agree with most things you said, but nobz aren't exactly push-overs for most squad leader. Marine sergeants of all flavours will struggle causing two wounds when getting charged. Considering how easy they can be killed, I think expensive weapon upgrades for them will get scarce, which in turn helps us more in challenges


The point of challenging the nob is not to kill him, but to prevent him from using the powerklaw on the challenger's unit. For a Space Marine player, losing a miserable sergeant simply outweights the risk of losing FOUR Marines to insta-killing PK goodness.

I admit challenges are my least favorite part of 6th. Issuing a challenge should be limited to the player controlling the charge. Otherwise, it becomes too easy for the player who's being charged to hijack your assault and turn the odds in his/her favor.

8) Trucks are comparably hardy for their pts and AV.


Not to mention that Ramshackle still makes 'explode' wounds S:3, AP-. So trukk-mounted units are marginally more survivable.



War does not determine who is right - only who is left. 
   
Made in us
Ambitious Space Wolves Initiate






When I was reading the rulebook I kept thinking. " Why is there so much Nob hate in here?"

Precision and Challenges are a huge hurt to our Nobs and the Ork army as a whole.
The Nob is the backbone of our army!

Logans company 4000 pts
3000 pts
2500 pts
Dwarf 3000 pts
High Elf 2500 pts 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Already going on...

http://www.dakkadakka.com/dakkaforum/posts/list/456724.page
   
 
Forum Index » 40K General Discussion
Go to: