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Made in us
Member of the Ethereal Council






So ysterday I was playing an ork player with two trukks. He tried to disembark after moving twelve. Now i though you could not. I couldnt find aything in the rulebook that agreed with me so i let him assaualt.
But im wonder, could the trukk move 12, they disembark then assault?

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Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Nope
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Check the Disembarking rules page 79, left column, Disembarking section, 1st paragraph, last sentence. Those rules specify how far a transport can move with the troops being able to disembark.

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Made in us
Member of the Ethereal Council






Awesome, We all kinda agree, but we couldnt find the rule so we decided just to let, no real argument or fight(just a disagreement)

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Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

if he had red paint job he could had move 7 jump out and assault, but hes not allowed on faster than that.

Waagh like a bawz

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Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Sounds like he's remembering the 5th ed rules, where you could move 12 and assault...mmm... good times...

These days 7'' with RPJ is the best you get from orks.

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Made in us
Regular Dakkanaut




Move up to 6"( 7 with rpj) dismount up to 6" measured from anywere on the hull for open topped,shoot at your target if ya like(and arent useing rapid fire weapons) then assualt 2d6.

So your average assualt range is around 18" with an open topped/assualt type vehicle
   
Made in gb
Decrepit Dakkanaut




 Ascalam wrote:
Sounds like he's remembering the 5th ed rules, where you could move 12 and assault...mmm... good times...

These days 7'' with RPJ is the best you get from orks.

Yet you couldnt move afterwards, whereas now you can do so. So the raw distance is the same, the difference being the lack of the within 2" and the requirment to be fully within.6".
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

More or less.

You can roll less on the 2d6 than you might want for the charge, whereas you could predict exactly where you would be in 5th.

No real difference, i guess, but fast vehicles actually felt faster when they could move 12'' and then drop troops to assault than they do now. It could also make a difference if you wanted to hop a building and then drop assaulters on the other side.

In 5th you could hop an 8'' wide building and drop troops to go kill something. In 6th, no can do. Sure, you can go around the building, but sometimes that can be a long walk.


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 gb
Decrepit Dakkanaut




Well with truikks you could go through the building, or now you can go through the building. You are just sacrrificing reliability (difficult terrain move when they disembark) for a longer potential charge range.

Given fleet also lets you reroll charge distance I have found I can more consistently get into longer charges than possible in 5th edition
   
 
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