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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Wasn't there a picture of a dakka jet with three pairs of supa-shootas in the white dwarf?

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 gb
Pete Haines




Nottingham

InquisitorVaron wrote:But we're still all in agreement about the Dakkajet with extra shoota is the way forward?


Yes. Fighter Ace upgrade still seems up in the air though.

Considering taking three. Supersonic over the enemy first turn. Then, shoot the enemy vehicles in the back. If they turn around to return fire, your lootas shoot them in the back instead.
   
Made in gb
Warp-Screaming Noise Marine




England

I run a biker boyz list and am seriously considering afding a pair of these
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

I'm not impressed with the representation of these airplanes in the rules. Skimmers, even fast skimmers, have always represented low-flying, hovering vehicles, usually tanks, that glide just off the surface (hence being assaultable).

Planes, especially ork planes, shouldn't be hovering, and that seems to be the way that you'll need to use these; hovering near a big mek.

Maybe 6e will present better flyer rules, more in-line with the apocalypse rules. Always being visible (big and high up), and AV10 is no way to go through life unless you're hard to hit, and jet planes should be required to move every turn. I can't buy that the orks have (or would want) harrier tech.

   
Made in us
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

I agree I would rather see them keep up on codices, but they are never going to do that, instead they will take time to come out with stupid games like dreadfleet and more hobbits in Dec which does anyone play LOTR?

Armies
Eldar, Dark Eldar, Harlequins, Eldar Corsairs, Orks, Tyranids, Genestealer Cult, Chaos, Choas Space Marines, Tau, Sisters of Battle, Inquisition, Necrons, Space Marines, Space Wolves, Grey Knights, Imperial Knights, Dark Angels, Imperial Guard, Ad Mech, Knights, Skaven, Sylvaneth 
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

Redbeard wrote:I'm not impressed with the representation of these airplanes in the rules. Skimmers, even fast skimmers, have always represented low-flying, hovering vehicles, usually tanks, that glide just off the surface (hence being assaultable).

Planes, especially ork planes, shouldn't be hovering, and that seems to be the way that you'll need to use these; hovering near a big mek.

Maybe 6e will present better flyer rules, more in-line with the apocalypse rules. Always being visible (big and high up), and AV10 is no way to go through life unless you're hard to hit, and jet planes should be required to move every turn. I can't buy that the orks have (or would want) harrier tech.


Hey... take a look at this:http://www.dakkadakka.com/dakkaforum/posts/list/451843.page
Cliffnotes...
Step 1: Take DakkaJets with RPJ
Step 2: Move 13" to get 4+ coversave and still shoot
Step 3: cut your KFF mek umbilical cord and wreck havoc!

Live Ork, Be Ork. or D'Ork!


 
   
Made in de
Grovelin' Grot



Nuremberg, Germany

whembly wrote:
Redbeard wrote:I'm not impressed with the representation of these airplanes in the rules. Skimmers, even fast skimmers, have always represented low-flying, hovering vehicles, usually tanks, that glide just off the surface (hence being assaultable).

Planes, especially ork planes, shouldn't be hovering, and that seems to be the way that you'll need to use these; hovering near a big mek.

Maybe 6e will present better flyer rules, more in-line with the apocalypse rules. Always being visible (big and high up), and AV10 is no way to go through life unless you're hard to hit, and jet planes should be required to move every turn. I can't buy that the orks have (or would want) harrier tech.


Hey... take a look at this:http://www.dakkadakka.com/dakkaforum/posts/list/451843.page
Cliffnotes...
Step 1: Take DakkaJets with RPJ
Step 2: Move 13" to get 4+ coversave and still shoot
Step 3: cut your KFF mek umbilical cord and wreck havoc!


Doesn't work that way, unfortunately... To get the 4+ save, you have to go 'Flat Out' (not Combat Speed). RP may let you move more than 12", but for you still count (!) as moving with Combat Speed (-> not 'Flat Out'), thus no save. At least that's how I read it...
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

Okay, let's say the RPJ trick does work. You still have a JET FIGHTER restraining its speed to 13", slower than a trukk can drive over rough ground (and roughly half-as-fast as a trukk can move over a road) in order to shoot something.

I don't see what was wrong with the apoc flyer rules, and why they didn't adapt them for normal 40k games. Maybe things that work like Blackhawks are reasonable to consider skimmers, but not fighter jets.

   
Made in us
Mekboy Hammerin' Somethin'





I am honestly really stoked about the fliers. They just look incredibly badass. Can't wait to fill up that FA with the Dakka Jets. The idea of 'em doing a fly by over a wall of battlewagons seems so epic. Anywho, enough fan boying.

Certainly wish they had given them something just a bit more av than 10. I mean...at least as much as a rhino for feth sake!
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

I agree, they appear too vulnerable as is. But, airplanes shouldn't have thick armour. What they should have is a way to avoid getting hit, whether that be a built-in cover save or a modifier to opponent hit rolls.


   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

I think the DakkaJets are either in a fast army (Kult of Speed) or used as a firing platform under the KFF bubble.

I think they synergize really well with biker lists or a trukk spam list... as it forces your opponent some tuff target priorities.

This message was edited 1 time. Last update was at 2012/05/29 18:35:23


Live Ork, Be Ork. or D'Ork!


 
   
Made in gb
Blood Angel Neophyte Undergoing Surgeries





What army do people think they will work best along side? Mech, infantry horde or what ever?

I'm not a blood angel i'm an angels vermillion

 
   
Made in us
Heroic Senior Officer





Western Kentucky

I was thinking either battlewagon spam or a biker lists. Both match up nicely with the mentality of the jets speed and they dont really have to worry about their FA slot being used up on jets.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

Yeah I don't think they will match up well with a foot / khan wall, but may try it out and will post to let you know how it worked, however I think they are more suited for a BW list with BM and KFF so they can move and shoot and still get cover save.
Think I will use the Dakka Jet mostly, but just picked up an old FW Ork /Bomma so will try the fighta-bomba too, but don't think I will run that much.

Armies
Eldar, Dark Eldar, Harlequins, Eldar Corsairs, Orks, Tyranids, Genestealer Cult, Chaos, Choas Space Marines, Tau, Sisters of Battle, Inquisition, Necrons, Space Marines, Space Wolves, Grey Knights, Imperial Knights, Dark Angels, Imperial Guard, Ad Mech, Knights, Skaven, Sylvaneth 
   
Made in ca
Smokin' Skorcha Driver




Canada

Jidmah wrote:Nothing prevents you from flying sideways though. You also don't need to fly over the unit, you stop 1" from the unit and drop the bomb, then you can continue to move wherever you want, as long as you are not going flat-out.

Yeah, you could fly sideways, but it's still a fairly large base.
It's the Blitza-bommer where you stop an inch away, and when you drop the bomb you stop, you can only move again in your next turn. The burna-bommer though you have to do the same thing as a deffkopta and drop the bomb on a model you moved over.

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in us
Pyro Pilot of a Triach Stalker




New York

Zogash wrote:

Doesn't work that way, unfortunately... To get the 4+ save, you have to go 'Flat Out' (not Combat Speed). RP may let you move more than 12", but for you still count (!) as moving with Combat Speed (-> not 'Flat Out'), thus no save. At least that's how I read it...


Actually, I just called GW on this, because I wouldn't dare take any form of unsavable av10.

According to the customer support, the way the RPJ rule is written, if you don't go any more than 13" (but more than 12"), you get to fire all gunz AND you'll get the save!
   
Made in ca
Smokin' Skorcha Driver




Canada

WHAT! Awesome!
Now to convince everyone else of this...
Edit: Wait, what did they say about it exactly?

This message was edited 1 time. Last update was at 2012/05/29 21:04:10


tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in us
Pyro Pilot of a Triach Stalker




New York

"Wow, the way the red paint rule is written, it looks like you get to fire and get the save, as long as you don't go over 13"."
   
Made in ca
Smokin' Skorcha Driver




Canada

Interesting, thanks.
I wonder what the replies to this are going to look like.

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in us
Pyro Pilot of a Triach Stalker




New York

Now I just need to tweak my list to get that RPJ in there...
   
Made in us
Mekboy Hammerin' Somethin'





Dr. What wrote:"Wow, the way the red paint rule is written, it looks like you get to fire and get the save, as long as you don't go over 13"."


Quick, quote this for truth and send this over to YMDC!
   
Made in us
The Hive Mind





http://www.dakkadakka.com/dakkaforum/posts/list/451843.page

It's already there.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in gb
Smokin' Skorcha Driver






Cambridge, UK

gpfunk wrote:
Dr. What wrote:"Wow, the way the red paint rule is written, it looks like you get to fire and get the save, as long as you don't go over 13"."


Quick, quote this for truth and send this over to YMDC!


This as actually been discussed several times on the YMDC. Red Paint job says that the ork player does not incur in any penalty. For these reason people claim you can move 7'' count as moving six but the other player will be hitting you on sixes on the assault because for him you moved more than 6''. So if the same applies to the planes then you would count as moving more than 12'' so flat out and you get the cover

2000pts in refurbishment

> with allies 1850pts finished
You can see the finished army here

Also started a tutorial in how to paint blood angels 
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

So much for Bad Moon and Goff jets :(

   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

Redbeard wrote:So much for Bad Moon and Goff jets :(


And deff skulls, blood axes and maybe snakebites...

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in ca
Smokin' Skorcha Driver




Canada

loota boy wrote:
Redbeard wrote:So much for Bad Moon and Goff jets :(


And deff skulls, blood axes and maybe snakebites...

Nah, deathskulls planes could be painted red under the blue.

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

DakkaHammer wrote:
loota boy wrote:
Redbeard wrote:So much for Bad Moon and Goff jets :(


And deff skulls, blood axes and maybe snakebites...

Nah, deathskulls planes could be painted red under the blue.


Heh. Thanks for going after an old deff skull's heart. That made me smile.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Heroic Senior Officer





Western Kentucky

No offense guys, but I wont believe this whole "if we move 13", we can shoot AND get the 4+ save!" Thing until I see it in a FAQ.

reason being is that the rule says, quote:

Red paint Job: "Ork vehicles with red paint jobs add +1 to their movement phase but do not incur penalties for this extra inch. For example, a vehicle could move 13" and still count as moving 12." pg. 93 ork codex

You still count for all intensive purposes as moving 12 inches. It's just you got to move an extra inch instead. You would still count as cruising, even though you went 13. By "no penalties" they seem to imply that moving 13" still lets you fire you fire your weapons, disembark, etc.

And also, no offense to the dude who called customer support, but do you have any proof? For all we know, you could be lying and just be hoping we accept it as fact.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

MrMoustaffa wrote:No offense guys, but I wont believe this whole "if we move 13", we can shoot AND get the 4+ save!" Thing until I see it in a FAQ.

reason being is that the rule says, quote:

Red paint Job: "Ork vehicles with red paint jobs add +1 to their movement phase but do not incur penalties for this extra inch. For example, a vehicle could move 13" and still count as moving 12." pg. 93 ork codex

You still count for all intensive purposes as moving 12 inches. It's just you got to move an extra inch instead. You would still count as cruising, even though you went 13. By "no penalties" they seem to imply that moving 13" still lets you fire you fire your weapons, disembark, etc.

And also, no offense to the dude who called customer support, but do you have any proof? For all we know, you could be lying and just be hoping we accept it as fact.


I really think we should just not get into this. Every time this debate comes up, it devoures the entire thread. This has been done to death on YMDC, and every single time, no-one is convinced of anything. Lets just not do this.

This message was edited 1 time. Last update was at 2012/05/29 22:49:21


grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Annoyed Blood Angel Devastator



Norfolk, Virginia

I was thinking about this list and I love avaition, so ya needless to say I will have a few of these planes here shortly for my list.

See I don't know, should I run them with one group of bikers and have two planes or two groups of bikers and one plane.

I have a feeling that my ork list will never be complete. But at least this saves me the money of converting a looted SR to serve as the IA model.

SOOO it's been forever and my signature was getting dust

4500points
10-0 since 11/11
0-0 100 points :x 
   
 
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