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![[Post New]](/s/i/i.gif) 2012/07/12 21:36:51
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Decrepit Dakkanaut
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Dribble Joy wrote:Fliers in Zoom mode are not skimmers, only if they Hover (and not all can); in which case they become Fast Skimmers.
This is obviously the a case of "Written before fliers existed" Meaning this is a RAI deal, OBVIOUSLY the fighta ace is meant to shoot at fliers, because it was used that way before fliers was invented. Please, PLEASE dont become another GWAR!
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![[Post New]](/s/i/i.gif) 2012/07/12 21:37:20
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Longtime Dakkanaut
St. George, UT
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Hetelic wrote:So.. we came across something rather fun and Orky to do with fliers.
Fliers automatically crash if they move less than 18", so you can move it anywhere 1"-17" and finish the move over an enemy unit, to automatically crash on top of them. Seems legit for orks
I don't think you can purposely move less than 18" while zooming. It would seem really beardy to choose to crash your model.
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See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2012/07/12 21:40:20
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Decrepit Dakkanaut
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Not to mention a 100+ point unit just to kill some guys? If you want to go for it, but I wouldnt call it a clever tactic
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![[Post New]](/s/i/i.gif) 2012/07/12 22:15:48
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Waaagh! Warbiker
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KingCracker wrote:This is obviously the a case of "Written before fliers existed" Meaning this is a RAI deal, OBVIOUSLY the fighta ace is meant to shoot at fliers, because it was used that way before fliers was invented. Please, PLEASE dont become another GWAR!
I'm sure it will be FAQed at some point, but in the mean time fliers are rather notable in their absence from the Fighta Ace rules.
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![[Post New]](/s/i/i.gif) 2012/07/12 22:31:59
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Battlefortress Driver with Krusha Wheel
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Dribble Joy wrote:matphat wrote:Blasts were especially bad, as they remove models from the blast
Noooo.
Only Barrage weapons remove models from the centre of the blast outwards. Other blast weapons remove from the front like other fire.
Ah thanks. I messed that up.
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![[Post New]](/s/i/i.gif) 2012/07/12 23:14:10
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Pyro Pilot of a Triach Stalker
New York
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Basically, Orks get grappling hooks that let them pull planes out of the sky.
Seems Legit.
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![[Post New]](/s/i/i.gif) 2012/07/12 23:34:41
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Insect-Infested Nurgle Chaos Lord
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Anything Orks do, including time travel and using a Harley to kill a walking battleship, is legit
They're orks
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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
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![[Post New]](/s/i/i.gif) 2012/07/13 00:08:30
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Smokin' Skorcha Driver
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UrgThraka wrote:Regarding the Grabbin' Klaw upgrade against flyers, if they work against flyers is that it would kill the vehicle outright unless it had a hover mode. This is due to the flyer rule that states that any flyer that cannot move at least 18" in one turn crashes.
Having said that though, I don't think they should be useable because it is a "modified" close combat attack in my mind.
I don't have to rulebook yet, but even if you did grab a plane with the Klaw, can your opponent just switch to hover mode? Or is that mode only for skimmers?
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![[Post New]](/s/i/i.gif) 2012/07/13 00:25:48
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Liche Priest Hierophant
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Only certain Flyers have that.
Also, the Wrekkin' Ball doesn't say anything about having to "Assault" the unit it's used against. It's simply done in the Assault Phase, as opposed to one of the two phases where you move. So if you manage to park near enough to a Flyer, you can smack it about on a 4+.
Then again, I made my own Wrekkin' Ball, because the whole '2" of the ball" thing just doesn't work on Battlewagons with the one you get from the Trukk.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2012/07/13 00:53:42
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Pyro Pilot of a Triach Stalker
New York
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mrfantastical wrote:UrgThraka wrote:Regarding the Grabbin' Klaw upgrade against flyers, if they work against flyers is that it would kill the vehicle outright unless it had a hover mode. This is due to the flyer rule that states that any flyer that cannot move at least 18" in one turn crashes.
Having said that though, I don't think they should be useable because it is a "modified" close combat attack in my mind.
I don't have to rulebook yet, but even if you did grab a plane with the Klaw, can your opponent just switch to hover mode? Or is that mode only for skimmers?
IIRC, only stormtalons and stormravens can do that. Otherwise...BOOOOM!
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![[Post New]](/s/i/i.gif) 2012/07/13 03:38:50
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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5.) Nob Bikerz are seeing very favorable reviews for new toughness rules, Look out sir, and Thunder Hammer.
Had a few questions about some very basic things with speed freak biker boyz and was hoping for a few lessons
So I have been reading the profiles and found this statement of yours from the front page confusing and am pretty convinced I must be missing something about the basic rules of bikers even though i am reading this word for word. What do you mean Thunder Hammer? Are you referring to the weapon no longer auto-killing nobs due to a natural toughness 5 and warboss toughness 6 or is this a obscure special rule i am not familar with like Look out Sir?
also I would like to ask someone help me clarify a disturbing bit of information I found about bikes in general on the BRB page 45.
It says in bikes and Terrain:
"Bikes are never slowed by difficult terrain. However, they treat all difficult terrain as dangerous."
But later in the Assault section (the one i was most interested in)
"Bike charge moves are not slowed by difficult terrain. However each bike or jet-bike model that charges an enemy model behind a barricade or aegis defense line, must take a dangerous terrain test"
This is strangely worded to me it almost sounds like that in the movment phase i am more restricted by terrian with my bikers than I would be during the assualt charging phase. is the Terrian section final on this subject or can my bikers avoid dangerous terrain tests while charging in but are just worried about it after they need to leave it? Normally in the old edition it didn't matter.
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/07/13 03:46:26
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Calm Celestian
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I read it as bikes aren't slowed by difficult terrain in both movement and assault like other units are slowed but bikes take DTTs and take a wound if they fail. This includes barricades or the Aegis line as a DTT terrain. It is, after all, a tall wall that puny 'Umies hide behind.
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My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
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![[Post New]](/s/i/i.gif) 2012/07/13 04:03:43
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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mrwhoop wrote:I read it as bikes aren't slowed by difficult terrain in both movement and assault like other units are slowed but bikes take DTTs and take a wound if they fail. This includes barricades or the Aegis line as a DTT terrain. It is, after all, a tall wall that puny 'Umies hide behind.
this was more or less my understanding but with so many detail oriented rules in this edition i wanted clarification
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/07/13 04:09:29
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Savage Khorne Berserker Biker
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You just take a dangerous terrain test. Remember you can now take normal saves against wounds caused by dangerous terrain.
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![[Post New]](/s/i/i.gif) 2012/07/13 06:47:50
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Madmax1 wrote:Now to move on to a totally different topic, what are everyone's thoughts on the KFF Big Mek. In 5th, it was pretty much mandatory if you were running a Kan Wall or a BW spam type army. But now that the cover save has been nerfed to 5+ for vehicles, do think it's still crucial? I've been considering running a BW/Biker Nob list that has a Biker Boss and a Mega-Armour Boss in a trukk (with some Meganobz) as my HQs. Obviously, if I'm under 2000 pts, there's no room for a KFF Big Mek as well. So, what do you think? Do you think that it will work without a KFF? How important is the KFF now?
Keep in mind that people can focus fire your boyz now if you try to use regular cover. You'll always have a hand full of boyz out of cover, so they can just gun you down without cover saven and any big drawbacks on their side. A KFF give 5+ cover to the entire unit, making focus fire close to useless.
UrgThraka wrote:Regarding the Grabbin' Klaw upgrade against flyers, if they work against flyers is that it would kill the vehicle outright unless it had a hover mode. This is due to the flyer rule that states that any flyer that cannot move at least 18" in one turn crashes.
Having said that though, I don't think they should be useable because it is a "modified" close combat attack in my mind.
Nah, it's about as much a "modified close combat attack" as a stikkbomb. Considering that your battlewagon has to be right underneath a flier to make it work. it even seems perfectly fluffy to me.
"Grab dat bommer!"
*deafening explosion*
"Gotcha!"
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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. |
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![[Post New]](/s/i/i.gif) 2012/07/13 07:32:04
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Ambitious Acothyst With Agonizer
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Beer4TheBeerGod wrote:Mushkilla wrote:You are correct, but one would assume that the term "fighter ace" implies that he is good at shooting down planes. Those rules were written before 6th ed was released (before flyers existed) and I would assume that they will be updated to include flyers in due course. So far GW has only release "quick fix" FAQs which are badly done to say the least, give it time and it will get fixed.
What I'm saying is that it already is fixed, at least for people willing to shell out $6 and who also own an iPad.
Sorry I had a reading comprehension fail!
Big Mek Wurrzog wrote:5.) Nob Bikerz are seeing very favorable reviews for new toughness rules, Look out sir, and Thunder Hammer.
I believe that's supposed to be "hammer of wrath" instead of "Thunder Hammer".
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This message was edited 3 times. Last update was at 2012/07/13 07:42:02
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![[Post New]](/s/i/i.gif) 2012/07/13 14:39:42
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Battlefortress Driver with Krusha Wheel
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Mushkilla wrote:
I believe that's supposed to be "hammer of wrath" instead of "Thunder Hammer".
That is correct! Sorry, my mistake. Changed!
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![[Post New]](/s/i/i.gif) 2012/07/13 15:09:21
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Longtime Dakkanaut
Indiana
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I was thinking of trying a wazdakka list with smaller bike squads to harass/claim objectives cause that 10 points for a nob is actually not a bad increase in efficiency at this price. A Squad of 6ish nob bikers to be the hammer and then work in some necron allies for anti tank(thinking veiling immortal gauss squad with zahndrek as well as a lone pulse cryptek, with some heavy destroyers). A solar pulse for one turn combined with a KFF will really improve the survivability of our vehicles. Either a 3+ or a 4+ on the first turn would be huge.
I was also considering running no allies and getting a unit of stormboyz with zagstruk, or even without zagstruk and running them along the table.
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This message was edited 1 time. Last update was at 2012/07/13 15:13:11
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![[Post New]](/s/i/i.gif) 2012/07/13 16:25:10
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Grovelin' Grot
Colorado
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I was just sitting here thinking about the Challenge rules and how a nob can avoid accepting a challenge. While I agree it is possible to do so i think it is harder than was previously mentioned and here is why.
Let's say you move within 6" to declare you charge. Your nob is left at the 13" mark to completely avoid making it to CC this turn.
If you roll a 6" charge, then your nob is out at 7" and after the 3" fall in at the init 1 step he still can't attack.
If you roll a 10"+ charge your nob is engaged and has to accept the challenge or skip combat.
Basically, there is a very narrow window for avoiding the assault and still making it into CC.
Unless I am missing something...
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18000 , 5000 , 2000 , 1000 , 1000 , ??? |
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![[Post New]](/s/i/i.gif) 2012/07/13 16:32:07
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Smokin' Skorcha Driver
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Jidmah wrote:Madmax1 wrote:Now to move on to a totally different topic, what are everyone's thoughts on the KFF Big Mek. In 5th, it was pretty much mandatory if you were running a Kan Wall or a BW spam type army. But now that the cover save has been nerfed to 5+ for vehicles, do think it's still crucial? I've been considering running a BW/Biker Nob list that has a Biker Boss and a Mega-Armour Boss in a trukk (with some Meganobz) as my HQs. Obviously, if I'm under 2000 pts, there's no room for a KFF Big Mek as well. So, what do you think? Do you think that it will work without a KFF? How important is the KFF now?
Keep in mind that people can focus fire your boyz now if you try to use regular cover. You'll always have a hand full of boyz out of cover, so they can just gun you down without cover saven and any big drawbacks on their side. A KFF give 5+ cover to the entire unit, making focus fire close to useless.
UrgThraka wrote:Regarding the Grabbin' Klaw upgrade against flyers, if they work against flyers is that it would kill the vehicle outright unless it had a hover mode. This is due to the flyer rule that states that any flyer that cannot move at least 18" in one turn crashes.
Having said that though, I don't think they should be useable because it is a "modified" close combat attack in my mind.
Nah, it's about as much a "modified close combat attack" as a stikkbomb. Considering that your battlewagon has to be right underneath a flier to make it work. it even seems perfectly fluffy to me.
"Grab dat bommer!"
*deafening explosion*
"Gotcha!"
Would you measure to the hull for the Klaw, to the base, or either one?
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![[Post New]](/s/i/i.gif) 2012/07/13 17:04:19
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Rules say klaw. Unless you have the German Codex:Orks, then hull
Besides, something awesome I just realized: The Quad-Gun that comes with the Aegis Defense Line fits on the turret-mount of the battlewagon. Awesome conversions for dakkaweagons incoming!
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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. |
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![[Post New]](/s/i/i.gif) 2012/07/13 17:16:14
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Smokin' Skorcha Driver
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Jidmah wrote:Rules say klaw. Unless you have the German Codex:Orks, then hull
Besides, something awesome I just realized: The Quad-Gun that comes with the Aegis Defense Line fits on the turret-mount of the battlewagon. Awesome conversions for dakkaweagons incoming!
Sorry I meant what do you measure to on the opponents flyer (hull/base/either)?
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![[Post New]](/s/i/i.gif) 2012/07/13 17:18:03
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Hull, you ignore the base for all purposes but embarking/disembarking.
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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. |
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![[Post New]](/s/i/i.gif) 2012/07/13 17:26:55
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Battlefortress Driver with Krusha Wheel
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Jidmah wrote:Rules say klaw. Unless you have the German Codex:Orks, then hull
Besides, something awesome I just realized: The Quad-Gun that comes with the Aegis Defense Line fits on the turret-mount of the battlewagon. Awesome conversions for dakkaweagons incoming!
Oh god. I must do that.
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![[Post New]](/s/i/i.gif) 2012/07/13 17:47:50
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Waaagh! Warbiker
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FW should also (hopefully) put out their more complete updates soon, which hopefully will include the Flakkagunz rules for the guntrukk and big trakk.
IA: Aeornautica should also bring some nice orky anti-air dakka.
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This message was edited 1 time. Last update was at 2012/07/13 17:50:06
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![[Post New]](/s/i/i.gif) 2012/07/13 19:23:49
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Fresh-Faced New User
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Can we get opinions tactics on ork psychics?
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![[Post New]](/s/i/i.gif) 2012/07/13 19:28:22
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Screamin' Stormboy
Eastern Fringe
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Smasher wrote:Can we get opinions tactics on ork psychics?
Right now with my Green Tide I've been experimenting with running a Warphead to attempt to get more Waagh!s for my 3 dakkajets, but have only gotten lucky with the dice twice so far. Beyond that I got a lucky teleport with a 30 strong mob of sluggas, and a few dead friendly ork for the giggles.
The ability to re-roll that Run early on like on turn 1 is nice and the Warphead runs cheap so that means more lootas!
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SHOOT EM! CHOP EM! If they still walkin' they probably cheatin' |
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![[Post New]](/s/i/i.gif) 2012/07/13 21:41:50
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Pyro Pilot of a Triach Stalker
New York
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I believe all Ork players were just kicked wherever they would feel the most pain.
FInecast.
$22 Meganobs!?!?!
$45 ($20 increase) Kommandos!?!?!
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![[Post New]](/s/i/i.gif) 2012/07/13 21:46:41
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Screamin' Stormboy
Eastern Fringe
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Dr. What wrote:I believe all Ork players were just kicked wherever they would feel the most pain.
FInecast.
$22 Meganobs!?!?!
$45 ($20 increase) Kommandos!?!?!
Swore that was always the normalish price, but yea so much for a new plastic meganobz and big gunz kit eh?
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SHOOT EM! CHOP EM! If they still walkin' they probably cheatin' |
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![[Post New]](/s/i/i.gif) 2012/07/13 21:55:07
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Insect-Infested Nurgle Chaos Lord
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Smasher wrote:Can we get opinions tactics on ork psychics?
It's hard to build tactics around a unit that has an equal chance of going psychotic or rubbing soup in their hair-squigs
I usually attach a warphead to a unit of Tankbustas, and hope for a teleport
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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
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