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![[Post New]](/s/i/i.gif) 2012/07/05 10:55:36
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Stinky Spore
UK
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For all you Tankbustas out there here's some Rokkit Launcha maths hammer. All numbers are for a single rokkit launcha shot....
Versus --- Average Hull Pts ---- Chance to wreck
AV14 ................. 0.06............................... 0.00
AV13 ................. 0.11 .............................. 0.02
AV12 ................. 0.17 .............................. 0.03
AV11 ................. 0.22 .............................. 0.05
AV10 ................. 0.27 .............................. 0.06
So, to remove all 3 hull points from an AV11 rhino in one turn you need, on average, 14 Tankbustas (14 * 0.22 = 3.08). Of course you may destroy it earlier if a shot gets a lucky explode roll. On the other hand, 15 Tankbustas firing at a land raider will (on average) only take 0.9 hull points off it.
Happy shooting...
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This message was edited 5 times. Last update was at 2012/07/05 13:06:36
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![[Post New]](/s/i/i.gif) 2012/07/05 11:46:11
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Human Auxiliary to the Empire
Dartmouth, NS
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With the new ork rules I see my ork army as a much shootier army than before. They don't seem so hell bent on getting into close combat now and that pleases me to no end. Ghaz seems kind of like nothing more than a big chunk of metal now though which kind of sucks.
I also could see flash gits being useful now as well as lootas because of snap shot and overwatch.
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Proponents of the greater good. Bringers of enlightenment. Children of a greater destiny.
Aur'ocy shath'r'i tskan sha Tau'va. |
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![[Post New]](/s/i/i.gif) 2012/07/05 13:47:10
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Growlin' Guntrukk Driver with Killacannon
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Anvildude wrote:That's the best part about Allies and Orks. You can always convert them to be Orky!
Or in my case, de-convert them. I bought 3 Leman Russ' 4 years ago before the BW lit came out and Orkified them. Now if I can get an HQ and a cheap IG Troop choice, I'm planning on running them as Basic LRBT's. Firepower + Range = Great Concept. And not that much more than a Looted Wagon with Boomgun and Rokkits surprisingly.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2012/07/05 14:55:48
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Grovelin' Grot
Colorado
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I have been an ork player for nearly 14 years and I have never seen them in such a bad position rules-wise. The wounds taking from model in the front is HUGE for foot slogging armies because you will take several wound per turn to your forward most mobs. If you lose a whole line, that effectively reduces your movement in the last phase by 2-3 inches meaning that it take you an extra 2 turns or so at least to get the the enemy. This effectively ends foot slogging armies against ANY decent shooting. Overwatch is a huge nerf to Orks overall. Wounds again are taken from the front and that means the possibility of further reducing the movement in the previous phase. I am sure as the game progresses more and more shooty armies will get a buff to their overwatch shooting. As it stands, a full space marine squad will get 20 shots on a charging Ork group that effectively means 1-2 deaths. That may not be the end of the mob but it could reduce the distance to the marines by enough to cause the charge to fail (which means a free BS1 shooting phase for that squad). The new variable charge distance sounds good but it is yet another nerf (to me anyway). Yes, you can roll a 12 and yes that is AMAZING but no general in his right mind would try a charge at 12". You have less that a 3% chance to make it and that is IF your opponent doesn't kill all the models that are in range to charge. The safe thing to do is move within 6" and even then you could fail (resulting in more free shooting for your opponent). The cover for hiding behind other units has been reduced to 5+. That coupled with the overall cover nerf basically is another hit against Orks. Orks with long range shooting units (read as Lootas) used cover to protect them against the long range shooting of other armies. Now the only cover that continues to be that effective is ruins. I guess I'll be taking aegis defense lines from here on out. The Hull point change for vehicles are both a buff and a nerf as I see it. Yes, it makes it so your trukk has to be glanced 3 times to die but let's face it, more often than not trukks don't get glanced a lot and if they do it is due to mass str4 shoots (which probably spells death for it anyway). previously if a mass of str4 shots came in against a trukk you had a 50% change of the shots shaking the vehicle(if you took armor plates). Now it only takes 3 glances to kill the trukk outright. I have had a trukk survive 6 lascannon shots that all glanced, that cannot happen any more. The nerf to FNP hurts Orks when it comes to any kind of Nob based list. Stormboyz and bikes are awesome now with the init 10 auto-hit at the start of combat and it actually makes stormboyz worth taking. The max assault distance is 25" not 27" because we do not get to pile out of the vehicle within 2" and then move 6". The vehicle moves 7"(with red paint), disembark 6", and charge 12". Keep in mind that thee is less than a 3% chance you will roll a 12 for charging (unless you waagh in which case you have a 5.5% chance). You have an equally good chance to roll a 2" charge. The Snikrot nerf means that one of the only defenses orks had against shooty armies is gone because his squad WILL die the turn they come in. Flash gitz would be great but they are expensive as hell and too short ranged to be worth it even at this point. I have played over a half a dozen games now against a few different opponents. I haven't even come within 1/4 of the victory points they had. More often than not they get the victory points for first blood (and always get it if they get the first turn). the most disgusting army I have faced is a Tau army with Eldar allies. Eldrad as the HQ means 4 units can reroll misses in shooting and CC. Note that that reroll includes snap shots, he was killing an average of 6 orks per overwatch and that resulted in several failed assaults even at 6 inches. I want to tell GW to take a long walk off a short plank. I cannot see a viable way for Orks to play this game any longer (at least until they get a codex).
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This message was edited 2 times. Last update was at 2012/07/05 14:58:59
18000 , 5000 , 2000 , 1000 , 1000 , ??? |
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![[Post New]](/s/i/i.gif) 2012/07/05 15:04:18
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Smokin' Skorcha Driver
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Which list do you use? It will take a while for people to get used to the new rules and get some lists that do farewell. CC is nerfed in my opinion which hurts quite a lot but orks can play alternatives. Shooty orks with loads of long distance shooting will make a difference. Vehicles are still worth taking but you will probably have to play differently. It is no longer point and click because we need time to know what to do.
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![[Post New]](/s/i/i.gif) 2012/07/05 15:21:15
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Stinky Spore
UK
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Stormboyz and bikes are awesome now with the init 10 auto-hit at the start of combat and it actually makes stormboyz worth taking.
The auto-hit impact hit is good but doesn't make stormboyz and bikes awesome. An S3 impact hit from a stormboy will only wound a MEQ 11% of the time - that's 1 dead marine for every 9 stormboyz. That's handy but probably only balances out the increased losses from Overwatch.
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![[Post New]](/s/i/i.gif) 2012/07/05 17:51:30
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Smokin' Skorcha Driver
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UrgThraka wrote:I have been an ork player for nearly 14 years and I have never seen them in such a bad position rules-wise.
The wounds taking from model in the front is HUGE for foot slogging armies because you will take several wound per turn to your forward most mobs. If you lose a whole line, that effectively reduces your movement in the last phase by 2-3 inches meaning that it take you an extra 2 turns or so at least to get the the enemy. This effectively ends foot slogging armies against ANY decent shooting.
Overwatch is a huge nerf to Orks overall. Wounds again are taken from the front and that means the possibility of further reducing the movement in the previous phase. I am sure as the game progresses more and more shooty armies will get a buff to their overwatch shooting. As it stands, a full space marine squad will get 20 shots on a charging Ork group that effectively means 1-2 deaths. That may not be the end of the mob but it could reduce the distance to the marines by enough to cause the charge to fail (which means a free BS1 shooting phase for that squad).
The new variable charge distance sounds good but it is yet another nerf (to me anyway). Yes, you can roll a 12 and yes that is AMAZING but no general in his right mind would try a charge at 12". You have less that a 3% chance to make it and that is IF your opponent doesn't kill all the models that are in range to charge. The safe thing to do is move within 6" and even then you could fail (resulting in more free shooting for your opponent).
The cover for hiding behind other units has been reduced to 5+. That coupled with the overall cover nerf basically is another hit against Orks. Orks with long range shooting units (read as Lootas) used cover to protect them against the long range shooting of other armies. Now the only cover that continues to be that effective is ruins. I guess I'll be taking aegis defense lines from here on out.
The Hull point change for vehicles are both a buff and a nerf as I see it. Yes, it makes it so your trukk has to be glanced 3 times to die but let's face it, more often than not trukks don't get glanced a lot and if they do it is due to mass str4 shoots (which probably spells death for it anyway). previously if a mass of str4 shots came in against a trukk you had a 50% change of the shots shaking the vehicle(if you took armor plates). Now it only takes 3 glances to kill the trukk outright. I have had a trukk survive 6 lascannon shots that all glanced, that cannot happen any more.
The nerf to FNP hurts Orks when it comes to any kind of Nob based list.
Stormboyz and bikes are awesome now with the init 10 auto-hit at the start of combat and it actually makes stormboyz worth taking.
The max assault distance is 25" not 27" because we do not get to pile out of the vehicle within 2" and then move 6". The vehicle moves 7"(with red paint), disembark 6", and charge 12". Keep in mind that thee is less than a 3% chance you will roll a 12 for charging (unless you waagh in which case you have a 5.5% chance). You have an equally good chance to roll a 2" charge.
The Snikrot nerf means that one of the only defenses orks had against shooty armies is gone because his squad WILL die the turn they come in.
Flash gitz would be great but they are expensive as hell and too short ranged to be worth it even at this point.
I have played over a half a dozen games now against a few different opponents. I haven't even come within 1/4 of the victory points they had. More often than not they get the victory points for first blood (and always get it if they get the first turn). the most disgusting army I have faced is a Tau army with Eldar allies. Eldrad as the HQ means 4 units can reroll misses in shooting and CC. Note that that reroll includes snap shots, he was killing an average of 6 orks per overwatch and that resulted in several failed assaults even at 6 inches.
I want to tell GW to take a long walk off a short plank. I cannot see a viable way for Orks to play this game any longer (at least until they get a codex).
Besides maybe meganobz, biker Nobz, and Warbosses, it seems like CC Orks is dead (which was 100% my play style). But I want to try a Nob army out before I rage sell my army off.
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![[Post New]](/s/i/i.gif) 2012/07/05 18:02:34
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Pyro Pilot of a Triach Stalker
New York
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Here's my 6th ed Ork list (version 0.1.0):
Big Mek - KFF, 'Eavy Armor, Cybork Body
Lootas X5
Lootas X5
Lootas X5
Boyz X 20 - All shootas, 2 Big Shootas, Nob with Bosspole (included in 20)
Boyz X 20 - All shootas, 2 Big Shootas, Nob with Bosspole (included in 20)
Boyz X 20 - All shootas, 2 Big Shootas, Nob with Bosspole (included in 20)
Deffkopta - TL Rokkit Launcha
Deffkopta - TL Rokkit Launcha
Dakkajet - Additional Supa Shoota, Fighta Ace
Battlewagon - 4 Big Shootas, Kannon, Grot Riggers
Battlewagon - 4 Big Shootas, Kannon, Grot Riggers
Battlewagon - 4 Big Shootas, Kannon, Grot Riggers Automatically Appended Next Post: The plan?
Advance 6" per turn unleashing so much dakka until you reach the objective.
Then, simply sit and shoot.
Assaulting is a last resort (though still viable, because they're Orks!) and if the opponent charges a mob, then it's going to take 40 BS1 shots then will get mauled by Orks!
Thoughts?
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This message was edited 1 time. Last update was at 2012/07/05 18:04:29
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![[Post New]](/s/i/i.gif) 2012/07/05 18:34:59
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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tgjensen wrote: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.
Whaaaat?
Does SnP confer Relentless to the unit?
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Live Ork, Be Ork. or D'Ork!
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![[Post New]](/s/i/i.gif) 2012/07/05 18:54:42
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Longtime Dakkanaut
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UrgThraka wrote:
Overwatch is a huge nerf to Orks overall. Wounds again are taken from the front and that means the possibility of further reducing the movement in the previous phase. I am sure as the game progresses more and more shooty armies will get a buff to their overwatch shooting. As it stands, a full space marine squad will get 20 shots on a charging Ork group that effectively means 1-2 deaths. That may not be the end of the mob but it could reduce the distance to the marines by enough to cause the charge to fail (which means a free BS1 shooting phase for that squad).
The Hull point change for vehicles are both a buff and a nerf as I see it. Yes, it makes it so your trukk has to be glanced 3 times to die but let's face it, more often than not trukks don't get glanced a lot and if they do it is due to mass str4 shoots (which probably spells death for it anyway). previously if a mass of str4 shots came in against a trukk you had a 50% change of the shots shaking the vehicle(if you took armor plates). Now it only takes 3 glances to kill the trukk outright. I have had a trukk survive 6 lascannon shots that all glanced, that cannot happen any more.
The nerf to FNP hurts Orks when it comes to any kind of Nob based list.
I have played over a half a dozen games now against a few different opponents. I haven't even come within 1/4 of the victory points they had. More often than not they get the victory points for first blood (and always get it if they get the first turn). the most disgusting army I have faced is a Tau army with Eldar allies. Eldrad as the HQ means 4 units can reroll misses in shooting and CC. Note that that reroll includes snap shots, he was killing an average of 6 orks per overwatch and that resulted in several failed assaults even at 6 inches.
Did he use BRB powers or Eldar codex powers? Latter only work on Eldar units.
Orks actually benefit from Overwatch, because it can be pretty daunting prospect to charge large units of Shootas or Lootas. In general, whole Snapfire is buff to Orks.
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Mr Vetock, give back my Multi-tracker! |
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![[Post New]](/s/i/i.gif) 2012/07/05 19:10:08
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Longtime Dakkanaut
Indiana
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We cant point and click anymore but CC orks can still be quite strong. You just have to play them smarter(I know right). Use smaller units to protect your bigger ones, choosing your assaults in the correct order will be huge (IMO). Use a small squad of bikes to eat over watch, or something along those lines. Orks and Dark Eldar are the main ones that can assault out of their transports. Use that to our advantage. I am still assembling my ork army however I am excited for what we can do this edition.
That slow and purposeful thing is a nice catch, also now that run is separate from fleet S n P meganobs are not to shabby looking. I want to pick some up but a rumor or plastics next year has me hesitant.
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![[Post New]](/s/i/i.gif) 2012/07/05 19:23:46
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Regular Dakkanaut
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Please tell me we just missed and it's still there but in my first 6th edition game the biggest change that hurt me pretty bad was we couldn't find where it said units inside an exploding open topped vehicle get -1 on the strength of the explosion. After putting 15 lootas and a big mek in a battle wagon when it exploded I lost 11 lootas. Making me reconsider my battlewagons and after that for me trukks are looking even worse. More of a get where you are going asap dump you units out of the battlewagon so they don't explode on you. Really was thinking of mobile gun platforms with em.
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![[Post New]](/s/i/i.gif) 2012/07/05 19:37:15
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Abhorrent Grotesque Aberration
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The -1 went away, so yeah, Str 4 hits. Though more often than not a vehicle will be wrecked from glancing hits before it explodes.
Close combat is still good for Orks. 30 boy mobz are hard for a lot of armies to contend with. Not only can they stand and shoot, but no fearless wounds makes them downright nasty. Pile in at every Init step makes more boyz get in CC quicker for more strikes. I was easily able to wear down a terminator squad and death company squad with the same 30 man ork unit. Eventually people will miss a few saves. It affects them more than me. The 2+ armour save is now king. Meganobz and Warbosses kitted out are hard to contend with. A Warboss kitted out and with a 30 man squad makes short work of most units. Ghazkull even kicks that up a notch being immune to ID. He can call a waagh! when he needs to be a 2+ Inv (dreads and termies), but most of the time his 2+ and 5++ works fine. 5 rerolls in a challenge after you have whittled down a unit with a character makes it almost a sure thing they are dead. Challenging until all the other units characters are dead makes it easier on your unit. There is a huge change to how we play, but I think we have the tools to be tough still. No vehicle is very reliable anymore, and we make short work of most in CC. Deffdreads and Kans have to watch out for things that can wound them in CC as they go down quick from loss of hullpoints. Will just have to change how you use them. Overall I am having fun playing the orks. Just have to reassess how we use our units. I was able to get off most charges, at an even longer range than I had before. A few failed, but so did a few for my enemy, which hurt them more than it did me. I think for now Stormboyz might be a replacement for Snikrot, but even Kommandos flanking can glance a vehicle to death from the rear rather easily. It is really a crazy new world.
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I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time, like tears in rain. Time to die. |
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![[Post New]](/s/i/i.gif) 2012/07/05 19:59:43
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Waaagh! Warbiker
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whembly wrote:tgjensen wrote: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.
Whaaaat?
Does SnP confer Relentless to the unit?
Here's what the rule book says....
(Emphasis mine)
A unit that contains at least one model with this special rule cannot Run, Turbo-Boost, move Flat Out, perform Sweeping Advances or fire Overwatch. They can, however, shoot with Heavy, Salvo and Ordinance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordinance, Rapid Fire or Salvo weapons.
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![[Post New]](/s/i/i.gif) 2012/07/05 20:25:51
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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Dribble Joy wrote:A unit that contains at least one model with this special rule cannot Run, Turbo-Boost, move Flat Out, perform Sweeping Advances or fire Overwatch. They can, however, shoot with Heavy, Salvo and Ordinance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordinance, Rapid Fire or Salvo weapons.
Only con I see is losing overwatch. But then, if you allow your Lootas to be charged, you're doing something wrong
pepe5454 wrote:Making me reconsider my battlewagons and after that for me trukks are looking even worse
Trukks still explode on S:3 due to ramshackle. Problem with them is that mobs of 12 are no longer the way to go with orks.
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War does not determine who is right - only who is left. |
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![[Post New]](/s/i/i.gif) 2012/07/05 21:12:18
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Sneaky Kommando
Gothenburgish
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Going to play my first 6th game tomorrow, been reading the brb 3 times, and leafed through it a couple of times now.
It's a 1k game against BA (thought we'd start small to get our feet wet.
I'm going to list my army, and give the plan, and what hopes I have for each unit:
Bigmekk, kff, pk,bp,ha
11 shootaboys, 1 bigshoota
Trukk w. Rokkit
Nob, pk, bp, ha
11 shootaboys, 1 bigshoota
Trukk w. Rokkit
I hope these lads can grab an objective, or force someone off one. Though I'm afraid they're a tad too few.
2 koptas, rokkits, bigbomms
I hope these get to bomb the enemy, whilst turbo boosting to a position where they can target rear armour.
Kommando nob, pk, bp, ha
11 kommandos, 2 rokkits.
Hopefully theyll end up in a good position to shoot rokkits at side/rear armour, maybe help the trukkaboys out in an assault, and atleast get point for hiding in the enemy dp.
Blitza bommer
Mainly there for me to tryout the flyer rules, and it'd be fun to bomb a furioso/deathcompany dread...
3 kannons, w. 1 extra crew, 3 ammo runts
Deffdread w.2 scorchas
Kannons will lend support where needed AT or anti-oersonel. The dread is there to fry and assault any drop podders that might try to get to the big gunz.
This might actually be the edition where I mount up... Earlier, I've gone heavy infiltrator 3 kommando squads, 2x3 koptas, 2 trukks, 3 buggies, and lobas+kannons supported by 3kans, 1dread and 25 shootaboys.
I think shoota boys in trukks/BWs might be the way to go now, as shotaboys+speed gives alot of versability. Supported by kannon/lobba artillery, blitza bommas, and a large unit of bombing rokkit koptas.
I'm hoping to try this Blitzkrieg style warfare out, with this 1k list, the only thing I'm iffy on is the dread, but I love my converted dread, and I want to see how a non kff supported dread holds up in this ed...
I will try to get a recap of the game up tomorrow night, or saturday, and try to describe my findings.
Wish me luck!
//Calle
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![[Post New]](/s/i/i.gif) 2012/07/05 21:28:09
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Liche Priest Hierophant
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Here's an idea. In 2000 point games, take a Big Mek in Mega Armour (with extra Powerklaw!) and stick him in a min- Grot mob- along with 3 other Big Meks, one with KFF and 2 with Shokk Attakk Gunnnszzz, with all 3 of them toting Powerklaws and/or Burnas as well. SnP allows the SAGs to move and fire, and if you teleport yourself into combat, you have some hurty around.
Or, bubblewrap a single SAGMek in a unit of Meganobz.
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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 21:43:08
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. Can't get to my WD with the ork flyers atm, but does blitza bommers get the extra d6 against buildings aswell, or is it "just" against vehicles?
I might get pissed if I can't Stuka bomb a fortress of redemption...
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![[Post New]](/s/i/i.gif) 2012/07/05 22:21:16
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Fresh-Faced New User
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Dribble Joy wrote:whembly wrote:tgjensen wrote: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.
Whaaaat?
Does SnP confer Relentless to the unit?
Here's what the rule book says....
(Emphasis mine)
A unit that contains at least one model with this special rule cannot Run, Turbo-Boost, move Flat Out, perform Sweeping Advances or fire Overwatch. They can, however, shoot with Heavy, Salvo and Ordinance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordinance, Rapid Fire or Salvo weapons.
Look at page 39, regarding special rules and IC.
Special Rules
When an Independent Character joins a unit, it might have different
special rules fromthose of the unit. Unless specified in the rule
itself(as in the Stubborn special rule), the unit's special rules are not
conferred upon the Independent Character, and the Independent
Character's special rules are not conferred upon the unit. Special
rules that are conferred to the unitonly apply foraslong as the
Independent Character is with them.
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![[Post New]](/s/i/i.gif) 2012/07/05 22:25:19
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Regular Dakkanaut
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Gylen wrote:Dribble Joy wrote:whembly wrote:tgjensen wrote: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.
Whaaaat?
Does SnP confer Relentless to the unit?
Here's what the rule book says....
(Emphasis mine)
A unit that contains at least one model with this special rule cannot Run, Turbo-Boost, move Flat Out, perform Sweeping Advances or fire Overwatch. They can, however, shoot with Heavy, Salvo and Ordinance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordinance, Rapid Fire or Salvo weapons.
Look at page 39, regarding special rules and IC.
Special Rules
When an Independent Character joins a unit, it might have different
special rules fromthose of the unit. Unless specified in the rule
itself(as in the Stubborn special rule), the unit's special rules are not
conferred upon the Independent Character, and the Independent
Character's special rules are not conferred upon the unit. Special
rules that are conferred to the unitonly apply foraslong as the
Independent Character is with them.
Would that not be covered by the part where it says A unit that contains at least one model with this special rule?
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![[Post New]](/s/i/i.gif) 2012/07/05 22:38:15
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Waaagh! Warbiker
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And it can work the other way. A unit of meganobs can transfer SaP to a Big Mek with a SAG.
Or for that matter tag-teaming a Big Mek with a megaboss.
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![[Post New]](/s/i/i.gif) 2012/07/05 22:46:07
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Fresh-Faced New User
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pepe5454 wrote:Gylen wrote:Dribble Joy wrote:whembly wrote:tgjensen wrote: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.
Whaaaat?
Does SnP confer Relentless to the unit?
Here's what the rule book says....
(Emphasis mine)
A unit that contains at least one model with this special rule cannot Run, Turbo-Boost, move Flat Out, perform Sweeping Advances or fire Overwatch. They can, however, shoot with Heavy, Salvo and Ordinance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordinance, Rapid Fire or Salvo weapons.
Look at page 39, regarding special rules and IC.
Special Rules
When an Independent Character joins a unit, it might have different
special rules fromthose of the unit. Unless specified in the rule
itself(as in the Stubborn special rule), the unit's special rules are not
conferred upon the Independent Character, and the Independent
Character's special rules are not conferred upon the unit. Special
rules that are conferred to the unitonly apply foraslong as the
Independent Character is with them.
Would that not be covered by the part where it says A unit that contains at least one model with this special rule?
I suppose it would.
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![[Post New]](/s/i/i.gif) 2012/07/05 23:03:18
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Longtime Dakkanaut
St. George, UT
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If all nobs are characters, then all biker nobs are characters, then a great deal of TL dakkagun damage will get to be allocated to specific models. Thats some pretty cool shooting and could greatly help reducing the more threatening aspects of whatever they were also going to charge.
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See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2012/07/05 23:21:28
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Grovelin' Grot
Colorado
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Unless i missed something obvious in the codex all nobz are not characters. Only Nobz that lead squads of regular orks are the "character" of the squad. In a nob squad, one of the nobs can be a character but not all of them. The only unit i am aware of that gets that privilege is Paladins. Yay, for yet another case where the imperium gets all the perks.
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18000 , 5000 , 2000 , 1000 , 1000 , ??? |
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![[Post New]](/s/i/i.gif) 2012/07/05 23:27:36
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Decrepit Dakkanaut
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All Nobs (bar Meganobs) are listed as Characters in the BRB, and so every Nob in a Nob squad is a Character, the same as Paladins.
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Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.
Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.
My deviantART Profile - Pay No Attention To The Man Behind The Madness
"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation |
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![[Post New]](/s/i/i.gif) 2012/07/05 23:37:51
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Speedy Swiftclaw Biker
Scotland
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MrMoustaffa wrote:Lovepug13 wrote: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
Looks like it. just remember LOS for them is on a +4. I used it to great effect sunday, and posted more about it earlier. If anything, I think nobs got BETTER this edition. They can snipe targets in CC and shooting, get free bodyguard rolls, have FNP at all times, the list goes on and on. I know I'm deffinitely going to be using them more.
This is wrong =/ Nobs only "count" as characters when they are an upgrade for the unit. eg, a nob in a boys unit. Nobs in a nob unit are not characters/ Sgts.
On the other hand, Mek's in a unit of lootas are characters, and can thusly assign any rolls of 6 to hit to a target model. Byebye, PF sgts ect.
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evilsponge wrote:Lots of Little Napoleons in this thread. Half the people in here should never have authority over anyone |
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![[Post New]](/s/i/i.gif) 2012/07/06 00:55:09
Subject: 6th Ed. rules changes and impact on Orks. FAQ updated.
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Pyro Pilot of a Triach Stalker
New York
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Anvildude wrote:Here's an idea. In 2000 point games, take a Big Mek in Mega Armour (with extra Powerklaw!) and stick him in a min- Grot mob- along with 3 other Big Meks, one with KFF and 2 with Shokk Attakk Gunnnszzz, with all 3 of them toting Powerklaws and/or Burnas as well. SnP allows the SAGs to move and fire, and if you teleport yourself into combat, you have some hurty around.
Or, bubblewrap a single SAGMek in a unit of Meganobz.
You can't have Mega Armor on a Big Mek if you want it to have a SAG or KFF.
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![[Post New]](/s/i/i.gif) 2012/07/06 01:14:40
Subject: 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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Hetelic wrote:MrMoustaffa wrote:Lovepug13 wrote: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
Looks like it. just remember LOS for them is on a +4. I used it to great effect sunday, and posted more about it earlier. If anything, I think nobs got BETTER this edition. They can snipe targets in CC and shooting, get free bodyguard rolls, have FNP at all times, the list goes on and on. I know I'm deffinitely going to be using them more.
This is wrong =/ Nobs only "count" as characters when they are an upgrade for the unit. eg, a nob in a boys unit. Nobs in a nob unit are not characters/ Sgts.
On the other hand, Mek's in a unit of lootas are characters, and can thusly assign any rolls of 6 to hit to a target model. Byebye, PF sgts ect.
Incorrect... look at the back of the new rule book. It'll list Nobs as "Characters". There's no distinction that it must be a upgrade in a boyz squad vs the elite nob squad. Automatically Appended Next Post: Dr. What wrote:Anvildude wrote:Here's an idea. In 2000 point games, take a Big Mek in Mega Armour (with extra Powerklaw!) and stick him in a min- Grot mob- along with 3 other Big Meks, one with KFF and 2 with Shokk Attakk Gunnnszzz, with all 3 of them toting Powerklaws and/or Burnas as well. SnP allows the SAGs to move and fire, and if you teleport yourself into combat, you have some hurty around.
Or, bubblewrap a single SAGMek in a unit of Meganobz.
You can't have Mega Armor on a Big Mek if you want it to have a SAG or KFF.
But a base Big Mek in MegaArmour with Bosspole may be worth throwing in a 15 man Loota squad....
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This message was edited 1 time. Last update was at 2012/07/06 01:16:38
Live Ork, Be Ork. or D'Ork!
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![[Post New]](/s/i/i.gif) 2012/07/06 01:52:59
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Decrepit Dakkanaut
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Ive decided that Im going to run 5 deffkoptas along with my Boss (not sure if Ill keep him in the group during assaults or not, havnt read the rules for how to handle a different T IC in an assault) and they will all be stock, minus 1 that will have a buzzsaw as well. 15 TL str5 shots should do a number on many units before an assault.
While on the subject, how would that work having a biker boss in the group during assault? Does his T6 go away due to the rest of the unit being T5? Or is it still like 5th, where the attacks that were directed at him, used his T for rolling? Obviously if the attacks use his T6 in an assault, Ill just keep him with the koptas for obvious benefits. If not, Ill have to zip out of their unit before the shooting/assaults start
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![[Post New]](/s/i/i.gif) 2012/07/06 01:57:15
Subject: Re:6th Ed. rules changes and impact on Orks. FAQ updated.
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Ork-Hunting Inquisitorial Xenokiller
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For purposes of assault, what does the choppa count as? Just curious if there is any change with it.
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