Switch Theme:

Running with Orks (or any other infantry based army)  [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 us
Squishy Squig



Portland, OR

When I run large mobs of boys in my ork army, I usually run them at the same time as I do normal movement to speed up the game. Is this a generally accepted practice or frowned on? thanks in advance!
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Varies.

most folk are cool with it as long as you ask first, in the interests of getting them moved before dawn..

Some folk are violently opposed to it, and assume you'll then run them all in the shooting turn as well if you are allowed to

Tournaments- ask the TO. My local is ok with it, but i was told at another that i had to measure every ork's movement individually and exactly, and that i would be dinged for slow-play if it took more than 2 minutes... And then to do the same thing in the shooting phase.

I've also had opponents declare my movement phase over 'because i moved on to shooting phase stuff' , so it does pay to check with your opponent

This message was edited 2 times. Last update was at 2013/04/06 01:56:00


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
 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

I really does speed up the game, especially with blocks of 30 boyz.
I always check with my opponent first. Fortunately I haven't had a problem yet.
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

It's always best to ask. Sometimes it can make a real difference in play; knowing ahead of time whether you rolled a 1 or a 6 can make a big difference in deciding WHICH WAY to move your regular 6" move, because a different move may make more or less sense knowing you're gettiing a a long or short Run.

Usually I'm cool with allowing it for the first turn or two, when the high model count army still has the most models on the table, speeding things up is more valuable, and the Ork player usually wants to move all his guys one direction regardless, so knowing in advance how big the Run roll is doesn't matter as much. In later turns I am usually not okay with combining them, because of the information factor. Of course, if it's the bottom of the last turn and we know exactly where a given unit is going, because they're just trying to make it to a given objective, then again, it doesn't hurt anything to combine it.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
 
Forum Index » 40K You Make Da Call
Go to: