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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

In 6th edition it feels like declaring a Waaagh! literally has no purpose except for Ghazzy himself (becomes Relentless instead of Slow/Purposeful and has a 2up invul rather than armor save) or for Dakkajets whom fire double shots.

But what happened to the feel of declaring a Waaaagh! and sending dozens upon dozens of boyz at the front door?

Would it be too overpowered to perhaps remove the Fleet special rule from Waaagh! and enable, for that turn, the ability to run and charge. Due to random charge distance, it can still flop but this potentially allows an 18" charge if you get lucky enough. I'd rather have this than Fleet of Foot, personally.

An ork with an idea tends to end with a bang.

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Made in us
Regular Dakkanaut





Yeah, fleet changed so entirely that the fundamental function of WAAAAGH and what it was intended to do is now utterly backwards from what it does. It shouldn't have been patched over, but rewritten for the new edition.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i just find it stupid that a horde of orks screaming their warcall at the top of their lungs gets no bonus attacks, damage, durability, or additional run/charge benefits. I dont consider a one-turn fleet a benefit, especially with my history with it as i usually roll decent numbers on the turn i Waaagh so fleet did nothing unless i had a dakkajet.

An ork with an idea tends to end with a bang.

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Made in ca
Yellin' Yoof




Canada

How about Rage, on the turn of waaaghing.

Yes, one more attack on the charge, kinda scary. Isn't a waaagh -supposed- to be scary?
   
Made in us
Sure Space Wolves Land Raider Pilot




Aviano, Italy

Yeah, I started playing Orks just so I could call Waaaagh! now it's more like calling Eh. and opponents don't really fear it... weird boys got shafted as well since in 5th they could have multiple waaaaghs and assaults and really mess stuff up... sometimes it feels like GW took away their choppas and gave them baby rattles lol
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Even rage would work. Something small per unit that when facing large bulks actually has some sort of threat behind it. Obviously since its a blanket rule it cant be super strong, but something to make our enemys pause or back off in certain situations would be awesome.

Unless the Waaagh started effecting bikers as well as giving us an additional attack, many units wouldnt care due to high armor saves or being capable of wiping out large bodies in 1 turn. But against infantry, vehicles, or units that maybe durable but cant deal with a tarpit, it would still help drastically.

An ork with an idea tends to end with a bang.

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Made in us
Sneaky Lictor




Wherever they tell me

Personally I think that rage + feel no pain to overwatch attacks (or something similar) would work. I feel like a lot less orks would notice the fact they've been shot when a WAAGH has been called.


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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

both might be a bit overkill but the fnp idea makes sense

An ork with an idea tends to end with a bang.

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Made in us
Fixture of Dakka





Fleet does make you charge further.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

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Made in us
Sneaky Lictor




Wherever they tell me

 DarknessEternal wrote:
Fleet does make you charge further.


Makes it more reliable yes, but doesn't quite have the umph that I feel it deserves.


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Made in hu
Pyromaniac Hellhound Pilot





 rabid1903 wrote:
 DarknessEternal wrote:
Fleet does make you charge further.


Makes it more reliable yes, but doesn't quite have the umph that I feel it deserves.


It has the same 'umph' as before. The re-rolls for charge distance will give the same ammount of +inches to your charge range as the old Fleet.

This message was edited 1 time. Last update was at 2012/12/22 11:42:56


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Sneaky Lictor




Wherever they tell me

 AtoMaki wrote:
 rabid1903 wrote:
 DarknessEternal wrote:
Fleet does make you charge further.


Makes it more reliable yes, but doesn't quite have the umph that I feel it deserves.


It has the same 'umph' as before. The re-rolls for charge distance will give the same ammount of +inches to your charge range as the old Fleet.



The change to fleet wasn't the only thing I feel reduced the strength of a WAAAGH. Though minor, the change to furious charge I think kind of did it too.

I'm not saying it's broken or anything like that, but I feel that when the next codex finally comes out they should really try to make the turn you WAAAGH a big deal. Make it a game changer, and a turn that the Ork commander really needs to put some thought into as far as when to use it.


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Made in de
Sure Space Wolves Land Raider Pilot




Aviano, Italy

Yeah the nerf to furious charge effects the whole Ork army. The army is all based off of the charge.
   
Made in us
Crazed Savage Orc





strengthofthedragon2 wrote:
Yeah the nerf to furious charge effects the whole Ork army. The army is all based off of the charge.


Fleet is useful, but not what I would think the proper effect a Waaagh should be. Feel no pain makes sense to me.

Waaagh doesn’t make sense in 8th Fantasy Battles either with a +1 combat resolution, which is nice, but would prefer increased charge length or maybe extra attacks (they took the banner of butchery away in 8th too).

This message was edited 1 time. Last update was at 2012/12/24 16:18:09


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Made in gb
Crazed Cultist of Khorne







I aswell hate what they did with Fleet. Although i don't play orks my tyranids took a mega hit from it. it used to be the case that my hormagaunts could charge massive distances compared to others and my friends would fear them greatly. armed with toxin sacs they were my go to for killing wriathlords. they were fast as hell and got loads of attacks with poison. then they killed genestealers by saying the can't assault from outflank so they just flop about like helpless morons while they get shot to pieces... 6th Ed sucked for nids and orks but at least you guys can deal with flyers...

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Made in us
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6th overall sucks for any army that relied on one thing cuz now that one thing is probly changed so you have to rethink your entire army and start your tactics from scratch

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

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