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2014/06/30 23:02:45
Subject: Warhammer 40K Video Bat Rep #238 Orks vs Tyranids
Reecius' busts out a new Ork list to try them out again. Trukks vs. drop Pods with Meltas in the last game was rough and really showcased how difficult Mob Rule could be! This time, a TAC Ork list vs. Mike's Skyblight Nids to try out a less extreme list and see if Mob Rule is still so brutal.
Note: I say in the video you WAAGH!! For each Warboss which is untrue, only the Warlord can WAAGH!! So only once. Sorry for the confusion.
This message was edited 1 time. Last update was at 2014/07/01 04:28:15
Watching now, but a quick note: The defense line is placed illegally, it now has to be deployed in the deployment zone not just the table half of the owning player. Looking forward to finishing the video!
2014/07/01 00:35:51
Subject: Re:Warhammer 40K Video Bat Rep #238 Orks vs Tyranids
Another enjoyable Batrep. Orks looked pretty good here even against a Skyblight list that generated hundreds of extra points of Gargoyles.
It didn't look like Mob rule was that painful here, and Painboyz plus Warboss looks solid. Ere We Go and a Waaagh is really a defining characteristic. And fearless Waaagh is sweet and can really mitigate losses.
This message was edited 1 time. Last update was at 2014/07/01 00:37:07
Great performance Reece! Just a note you made it sound like you get an additional shot for each Waagh! called with the Dakkajet but you only get one extra on the turn you call it. I'm surprised you invested in 'Ard Boyz. I know the 4+ armor can help reduce the amount of damage you do to yourself but if you still lose combat and get run down that would be a huge loss.
-5000 Pts. of Orks
-1750 Pts. of Ravenwing
2014/07/01 02:52:18
Subject: Re:Warhammer 40K Video Bat Rep #238 Orks vs Tyranids
y0disisray wrote: Great performance Reece! Just a note you made it sound like you get an additional shot for each Waagh! called with the Dakkajet but you only get one extra on the turn you call it. I'm surprised you invested in 'Ard Boyz. I know the 4+ armor can help reduce the amount of damage you do to yourself but if you still lose combat and get run down that would be a huge loss.
Orks actually can't lose combat and fall back, as near as I can tell from the rules. The on;y option on Mob Rule that allows them to fall back says "unless they are in Close Combat". So Orks will never fall back from Close Combat.
2014/07/01 02:54:20
Subject: Warhammer 40K Video Bat Rep #238 Orks vs Tyranids
y0disisray wrote: Great performance Reece! Just a note you made it sound like you get an additional shot for each Waagh! called with the Dakkajet but you only get one extra on the turn you call it. I'm surprised you invested in 'Ard Boyz. I know the 4+ armor can help reduce the amount of damage you do to yourself but if you still lose combat and get run down that would be a huge loss.
Orks actually can't lose combat and fall back, as near as I can tell from the rules. The on;y option on Mob Rule that allows them to fall back says "unless they are in Close Combat". So Orks will never fall back from Close Combat.
I'm sorry where does it say that failing THE Morale Check does not constitute a Fall Back move afterwards? The Mob Rule does not replace what happens after combat is lost it just says roll on the table immediately after failing THE Morale or Pinning test. If in combat on a 1 you pass, if not you fail. On the other ones if you don't have any characters or your mob isn't more than 10 models then you fail.
-5000 Pts. of Orks
-1750 Pts. of Ravenwing
2014/07/01 09:23:45
Subject: Re:Warhammer 40K Video Bat Rep #238 Orks vs Tyranids
y0disisray wrote: Great performance Reece! Just a note you made it sound like you get an additional shot for each Waagh! called with the Dakkajet but you only get one extra on the turn you call it. I'm surprised you invested in 'Ard Boyz. I know the 4+ armor can help reduce the amount of damage you do to yourself but if you still lose combat and get run down that would be a huge loss.
Orks actually can't lose combat and fall back, as near as I can tell from the rules. The on;y option on Mob Rule that allows them to fall back says "unless they are in Close Combat". So Orks will never fall back from Close Combat.
I'm sorry where does it say that failing THE Morale Check does not constitute a Fall Back move afterwards? The Mob Rule does not replace what happens after combat is lost it just says roll on the table immediately after failing THE Morale or Pinning test. If in combat on a 1 you pass, if not you fail. On the other ones if you don't have any characters or your mob isn't more than 10 models then you fail.
Re-read the mob rule rolls
Breaking heads:
"it suffers D6 strength 4 AP-hits, and is then treated as if had PASSED the morale or pinning check"
Same for squabble, only if the unit has 10 or less it fails. So yeh, unless they have no character or fewer than 10 can they fail it. So a 20 mob of 'ard boys aren't going anywhere soon
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
y0disisray wrote: Great performance Reece! Just a note you made it sound like you get an additional shot for each Waagh! called with the Dakkajet but you only get one extra on the turn you call it. I'm surprised you invested in 'Ard Boyz. I know the 4+ armor can help reduce the amount of damage you do to yourself but if you still lose combat and get run down that would be a huge loss.
Orks actually can't lose combat and fall back, as near as I can tell from the rules. The on;y option on Mob Rule that allows them to fall back says "unless they are in Close Combat". So Orks will never fall back from Close Combat.
I'm sorry where does it say that failing THE Morale Check does not constitute a Fall Back move afterwards? The Mob Rule does not replace what happens after combat is lost it just says roll on the table immediately after failing THE Morale or Pinning test. If in combat on a 1 you pass, if not you fail. On the other ones if you don't have any characters or your mob isn't more than 10 models then you fail.
Re-read the mob rule rolls
Breaking heads:
"it suffers D6 strength 4 AP-hits, and is then treated as if had PASSED the morale or pinning check"
Same for squabble, only if the unit has 10 or less it fails. So yeh, unless they have no character or fewer than 10 can they fail it. So a 20 mob of 'ard boys aren't going anywhere soon
Yes I understand that but the quote was that they "never" fall back. If they lose combat then obviously they lost models and are going to lose a few more randomly allocated after Mob Rule. After two combats of that i'm sure they will be gone. I think at the end of the day spending 80 points for 'Eavy Armour and 20 points more for what the Battlewagon used to cost is too much of a point investment for these Boyz. Especially since you know the meta is going to be packing meltaguns everywhere and it's going to make Ork players sad to see their Battlewagons blow up turn one.
-5000 Pts. of Orks
-1750 Pts. of Ravenwing
2014/07/01 10:03:53
Subject: Warhammer 40K Video Bat Rep #238 Orks vs Tyranids
I'm sorry where does it say that failing THE Morale Check does not constitute a Fall Back move afterwards? The Mob Rule does not replace what happens after combat is lost it just says roll on the table immediately after failing THE Morale or Pinning test. If in combat on a 1 you pass, if not you fail. On the other ones if you don't have any characters or your mob isn't more than 10 models then you fail.
Re-read the mob rule rolls
Breaking heads:
"it suffers D6 strength 4 AP-hits, and is then treated as if had PASSED the morale or pinning check"
Same for squabble, only if the unit has 10 or less it fails. So yeh, unless they have no character or fewer than 10 can they fail it. So a 20 mob of 'ard boys aren't going anywhere soon
Yes I understand that but the quote was that they "never" fall back. If they lose combat then obviously they lost models and are going to lose a few more randomly allocated after Mob Rule. After two combats of that i'm sure they will be gone. I think at the end of the day spending 80 points for 'Eavy Armour and 20 points more for what the Battlewagon used to cost is too much of a point investment for these Boyz. Especially since you know the meta is going to be packing meltaguns everywhere and it's going to make Ork players sad to see their Battlewagons blow up turn one.
Well the quote was actually "Orks actually can't lose combat and fall back, as near as I can tell from the rules." Which states thats what he has assumed after reading the rules. Yes he was wrong. And to then do the same to your quote; "I'm sorry where does it say that failing THE Morale Check does not constitute a Fall Back move afterwards?" Technically you failed the morale check, but the mob rule can then overrule the fall back move as it counts you as having passed it even though you didn't. So now your both wrong and no-one gained anything.
A simple correction of his misunderstanding would have been enough.
But on topic;
I think your right, the mob rule does cause quite a bit of trouble, but at the same time, where a unit would have normally made for the hills the mob rule does offer a chance for it not to. Yeh it may not be consistent or reliable, but what is when rolling dice? I think a unit or two of 'ard boys will be a useful investment, but only playtesting will really show. If you can give the enemy a few more higher prio targets such as MANz missiles and a warboss biker to deal with then who knows they may make it to combat.
Ansel Darach wrote:Did orks get something in the new codex that allows them to ignore the restrictions placed on Allies?
Specificaly the rule that states "All units chosen must have a different Faction to any of the units in your
Primary Detachment (or no Faction)."
Cause that would be neat.
Not really sure what your getting at? which page?
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Not at my book atm so I will take a guess, maby page 124, whichever page has the allies chart listed, it should be under the restrictions there. Unless I have brainfarted, it happens quite often lol.
And what I was getting at was that Reecius said he too Orks with Ork allies, and unless they have something that bypasses that restriction that would have made his list in this game illegal, not that it matters that much since the CADs are pretty much the same thing, I was just curious.
2014/07/01 13:20:13
Subject: Warhammer 40K Video Bat Rep #238 Orks vs Tyranids
y0disisray wrote: Great performance Reece! Just a note you made it sound like you get an additional shot for each Waagh! called with the Dakkajet but you only get one extra on the turn you call it. I'm surprised you invested in 'Ard Boyz. I know the 4+ armor can help reduce the amount of damage you do to yourself but if you still lose combat and get run down that would be a huge loss.
Orks actually can't lose combat and fall back, as near as I can tell from the rules. The on;y option on Mob Rule that allows them to fall back says "unless they are in Close Combat". So Orks will never fall back from Close Combat.
I'm sorry where does it say that failing THE Morale Check does not constitute a Fall Back move afterwards? The Mob Rule does not replace what happens after combat is lost it just says roll on the table immediately after failing THE Morale or Pinning test. If in combat on a 1 you pass, if not you fail. On the other ones if you don't have any characters or your mob isn't more than 10 models then you fail.
Re-read the mob rule rolls
Breaking heads:
"it suffers D6 strength 4 AP-hits, and is then treated as if had PASSED the morale or pinning check"
Same for squabble, only if the unit has 10 or less it fails. So yeh, unless they have no character or fewer than 10 can they fail it. So a 20 mob of 'ard boys aren't going anywhere soon
Yes I understand that but the quote was that they "never" fall back. If they lose combat then obviously they lost models and are going to lose a few more randomly allocated after Mob Rule. After two combats of that i'm sure they will be gone. I think at the end of the day spending 80 points for 'Eavy Armour and 20 points more for what the Battlewagon used to cost is too much of a point investment for these Boyz. Especially since you know the meta is going to be packing meltaguns everywhere and it's going to make Ork players sad to see their Battlewagons blow up turn one.
Units of more than 10 Orks with a character (Nob) can't fall back from losing combat. Only if the combat takes them under 10 models or kills the character.