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![[Post New]](/s/i/i.gif) 2018/10/26 21:31:25
Subject: What are the new dragsta rules like?
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Frenzied Berserker Terminator
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I've yet to get the box set, just wondering what the rules are like?
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![[Post New]](/s/i/i.gif) 2018/10/26 21:53:30
Subject: What are the new dragsta rules like?
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Archmagos Veneratus Extremis
On the Internet
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Warhammer Community wrote:
The Shokkjump Dragsta is the most unusual of the new Ork vehicles. For one, it’s – dare we say it – almost accurate by Orky standards, thanks to its paired Grot Gunner and Targetin’ Squig. You’ll be reliably hitting with the kustom shokk rifle on a 3+!
Where the Shokkjump Dragsta really shines is its incredible (if unpredictable) mobility. Roll a 4+ on your Advance roll, and it’ll teleport to another spot of your choice on the board, making it perfect for last-minute objective grabs or getting into position for a crucial shot.
Source: https://www.warhammer-community.com/2018/10/17/17th-oct-orks-da-vehiclesgw-homepage-post-3/
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![[Post New]](/s/i/i.gif) 2018/10/26 23:26:52
Subject: What are the new dragsta rules like?
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Frenzied Berserker Terminator
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ClockworkZion wrote:Warhammer Community wrote:
The Shokkjump Dragsta is the most unusual of the new Ork vehicles. For one, it’s – dare we say it – almost accurate by Orky standards, thanks to its paired Grot Gunner and Targetin’ Squig. You’ll be reliably hitting with the kustom shokk rifle on a 3+!
Where the Shokkjump Dragsta really shines is its incredible (if unpredictable) mobility. Roll a 4+ on your Advance roll, and it’ll teleport to another spot of your choice on the board, making it perfect for last-minute objective grabs or getting into position for a crucial shot.
Source: https://www.warhammer-community.com/2018/10/17/17th-oct-orks-da-vehiclesgw-homepage-post-3/
Thank god, an Ork shooty unit that isn't made useless with low BS. I wish however GW got rid of the 'suffers 1 mortal wound' and just made it 'suffers one wound'.
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This message was edited 1 time. Last update was at 2018/10/26 23:27:46
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![[Post New]](/s/i/i.gif) 2018/10/26 23:33:29
Subject: What are the new dragsta rules like?
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Archmagos Veneratus Extremis
On the Internet
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Delvarus Centurion wrote: ClockworkZion wrote:Warhammer Community wrote:
The Shokkjump Dragsta is the most unusual of the new Ork vehicles. For one, it’s – dare we say it – almost accurate by Orky standards, thanks to its paired Grot Gunner and Targetin’ Squig. You’ll be reliably hitting with the kustom shokk rifle on a 3+!
Where the Shokkjump Dragsta really shines is its incredible (if unpredictable) mobility. Roll a 4+ on your Advance roll, and it’ll teleport to another spot of your choice on the board, making it perfect for last-minute objective grabs or getting into position for a crucial shot.
Source: https://www.warhammer-community.com/2018/10/17/17th-oct-orks-da-vehiclesgw-homepage-post-3/
Thank god, an Ork shooty unit that isn't made useless with low BS. I wish however GW got rid of the 'suffers 1 mortal wound' and just made it 'suffers one wound'.
They made it a mortal wound so you can't take normal saves against it.
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![[Post New]](/s/i/i.gif) 2018/10/27 00:38:55
Subject: What are the new dragsta rules like?
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Frenzied Berserker Terminator
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ClockworkZion wrote: Delvarus Centurion wrote: ClockworkZion wrote:Warhammer Community wrote:
The Shokkjump Dragsta is the most unusual of the new Ork vehicles. For one, it’s – dare we say it – almost accurate by Orky standards, thanks to its paired Grot Gunner and Targetin’ Squig. You’ll be reliably hitting with the kustom shokk rifle on a 3+!
Where the Shokkjump Dragsta really shines is its incredible (if unpredictable) mobility. Roll a 4+ on your Advance roll, and it’ll teleport to another spot of your choice on the board, making it perfect for last-minute objective grabs or getting into position for a crucial shot.
Source: https://www.warhammer-community.com/2018/10/17/17th-oct-orks-da-vehiclesgw-homepage-post-3/
Thank god, an Ork shooty unit that isn't made useless with low BS. I wish however GW got rid of the 'suffers 1 mortal wound' and just made it 'suffers one wound'.
They made it a mortal wound so you can't take normal saves against it.
I know but every weapon like that takes a mortal wound off. You should be able to take a save for it, 1 and 6 is fine if you can take a save but for a mortal wound its far too damaging. Its a fluffy/realistic rule, but for the weapon to potentially kill you 1 out of 6 times you shoot it, its not realistic or fluffy. I think GW are trying their best to make the game shorter and if you take this into account, as well as morale etc. but it takes the fun out of the game.
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This message was edited 1 time. Last update was at 2018/10/27 01:19:33
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![[Post New]](/s/i/i.gif) 2018/10/27 00:48:17
Subject: What are the new dragsta rules like?
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Archmagos Veneratus Extremis
On the Internet
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Delvarus Centurion wrote:I know but every weapon like that takes a mortal wound off. You should be able to take a save for it, 1 and 6 is fine if you can take a save but for a mortal wound its far too damaging. Its a fluffy/realistic rule, but for the weapon to potentially kill you 1 out of 6 times you shoot it, its not realistic or fluffy. I think GW are trying their best to make the game shorter if you take this into account as well as moral etc. but it takes the fun out of the game.
It's the vehicle equiv of Gets Hot, so of course it's going to take a wound off. It's that or kill your model with that effect these days. If you run the Dragsta as Bad Moons it automatically re-rolls 1s to hit, and if you're running Snakebites you have a FnP against it instead. So there are options to take the bite off of it.
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![[Post New]](/s/i/i.gif) 2018/10/27 01:22:12
Subject: What are the new dragsta rules like?
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Frenzied Berserker Terminator
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ClockworkZion wrote: Delvarus Centurion wrote:I know but every weapon like that takes a mortal wound off. You should be able to take a save for it, 1 and 6 is fine if you can take a save but for a mortal wound its far too damaging. Its a fluffy/realistic rule, but for the weapon to potentially kill you 1 out of 6 times you shoot it, its not realistic or fluffy. I think GW are trying their best to make the game shorter if you take this into account as well as moral etc. but it takes the fun out of the game.
It's the vehicle equiv of Gets Hot, so of course it's going to take a wound off. It's that or kill your model with that effect these days. If you run the Dragsta as Bad Moons it automatically re-rolls 1s to hit, and if you're running Snakebites you have a FnP against it instead. So there are options to take the bite off of it.
yeah but 1 out of 6 is ludicrous, imagine that in real life. You'd never shoot the bloody thing. Whether you can counteract the mortal wound is irrelevant. You can re-roll anything now with command points, you have to view rules as they are, saying 'yeah but you can use a command point' is a pointless thing to say.
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![[Post New]](/s/i/i.gif) 2018/10/27 01:25:58
Subject: What are the new dragsta rules like?
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Archmagos Veneratus Extremis
On the Internet
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Delvarus Centurion wrote: ClockworkZion wrote: Delvarus Centurion wrote:I know but every weapon like that takes a mortal wound off. You should be able to take a save for it, 1 and 6 is fine if you can take a save but for a mortal wound its far too damaging. Its a fluffy/realistic rule, but for the weapon to potentially kill you 1 out of 6 times you shoot it, its not realistic or fluffy. I think GW are trying their best to make the game shorter if you take this into account as well as moral etc. but it takes the fun out of the game.
It's the vehicle equiv of Gets Hot, so of course it's going to take a wound off. It's that or kill your model with that effect these days. If you run the Dragsta as Bad Moons it automatically re-rolls 1s to hit, and if you're running Snakebites you have a FnP against it instead. So there are options to take the bite off of it.
yeah but 1 out of 6 is ludicrous, imagine that in real life. You'd never shoot the bloody thing. Whether you can counteract the mortal wound is irrelevant. You can re-roll anything now with command points, you have to view rules as they are, saying 'yeah but you can use a command point' is a pointless thing to say.
Your logic is flawed for two reasons: 1. you're applying modern common sense to the grimdark future were lives are spent like loose change, 2. I'm not an Ork who'd care about having the snazziest bang for my tooth.
And with a re-roll it's only a 1/36 chance of even hurting you.
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![[Post New]](/s/i/i.gif) 2018/10/27 03:21:26
Subject: What are the new dragsta rules like?
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Longtime Dakkanaut
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Delvarus Centurion wrote:yeah but 1 out of 6 is ludicrous, imagine that in real life. You'd never shoot the bloody thing. Whether you can counteract the mortal wound is irrelevant. You can re-roll anything now with command points, you have to view rules as they are, saying 'yeah but you can use a command point' is a pointless thing to say.
Pfff, ya too weedy to be a propa ork!
Seriously, orks are about as smart and wise then a bunch of drunk young guys who want to impress hot girls. They will fire a weapon that has a 100% chance of killing htem if they think it would be kool (yes, kool with a k) to do so.
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![[Post New]](/s/i/i.gif) 2018/10/27 10:59:10
Subject: What are the new dragsta rules like?
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Smokin' Skorcha Driver
London UK
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That Shokk tunnel rule is gonna be annoying...
What happens if you roll a 4+ for advance but don't want to use the tunnel? As written you still have to leave the battlefield and re-appear more than 9"
1. What if you don't want to and are already within 9" of an enemy?
2. If you choose to stay where you are you still have to roll the d6 and take a mortal wound.
This is random and fun and can cause some shenanigans that will be very difficult for your opponent to handle
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![[Post New]](/s/i/i.gif) 2018/10/27 11:40:35
Subject: What are the new dragsta rules like?
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Longtime Dakkanaut
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Suffering the occasional mortal wound really doesn't matter when you have 8.
For 110 points I think they are top tier. I'd be surprised if competitive Ork armies don't bring several. Not hugely surprised they are locked behind the Speed Freaks Game (for now).
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![[Post New]](/s/i/i.gif) 2018/10/27 11:50:11
Subject: What are the new dragsta rules like?
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Locked in the Tower of Amareo
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Delvarus Centurion wrote:
I know but every weapon like that takes a mortal wound off. You should be able to take a save for it, 1 and 6 is fine if you can take a save but for a mortal wound its far too damaging. Its a fluffy/realistic rule, but for the weapon to potentially kill you 1 out of 6 times you shoot it, its not realistic or fluffy. I think GW are trying their best to make the game shorter and if you take this into account, as well as morale etc. but it takes the fun out of the game.
a) every other unit takes mortal wound. Why orks are special snowflake?
b) to have 1/6 chance to kill you you need to be 1W. These things are mounted on buggies with multiple wounds. Unless you have exactly 1 wound left it's IMPOSSIBLE for you to kill whatever you roll. Even if you somehow buff it to have 10000 shots and roll only 1's you are still alive suffering 1 wound. Automatically Appended Next Post: Nithaniel wrote:That Shokk tunnel rule is gonna be annoying...
What happens if you roll a 4+ for advance but don't want to use the tunnel? As written you still have to leave the battlefield and re-appear more than 9"
1. What if you don't want to and are already within 9" of an enemy?
2. If you choose to stay where you are you still have to roll the d6 and take a mortal wound.
This is random and fun and can cause some shenanigans that will be very difficult for your opponent to handle
YEs no choice. You teleport. If you were within 9" of enemy....Well you have to go elsewhere.
Good thing that thing rarely needs to advance anyway. Automatically Appended Next Post: Tyel wrote:Suffering the occasional mortal wound really doesn't matter when you have 8.
For 110 points I think they are top tier. I'd be surprised if competitive Ork armies don't bring several. Not hugely surprised they are locked behind the Speed Freaks Game (for now).
For that price and survivability(or rather lack of it) I wouldn't be surprised if it doesn't get taken. Instead in competive lists I expect to see teleporting walkers and deth skull KMK's(assuming gun isn't 48 pts like another player hinted though maybe unclearly) with grots for cheap tough wounds for backfield.
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This message was edited 2 times. Last update was at 2018/10/27 11:52:59
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/10/27 18:01:21
Subject: What are the new dragsta rules like?
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Frenzied Berserker Terminator
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tneva82 wrote: Delvarus Centurion wrote:
I know but every weapon like that takes a mortal wound off. You should be able to take a save for it, 1 and 6 is fine if you can take a save but for a mortal wound its far too damaging. Its a fluffy/realistic rule, but for the weapon to potentially kill you 1 out of 6 times you shoot it, its not realistic or fluffy. I think GW are trying their best to make the game shorter and if you take this into account, as well as morale etc. but it takes the fun out of the game.
a) every other unit takes mortal wound. Why orks are special snowflake?
b) to have 1/6 chance to kill you you need to be 1W. These things are mounted on buggies with multiple wounds. Unless you have exactly 1 wound left it's IMPOSSIBLE for you to kill whatever you roll. Even if you somehow buff it to have 10000 shots and roll only 1's you are still alive suffering 1 wound.
Automatically Appended Next Post:
Nithaniel wrote:That Shokk tunnel rule is gonna be annoying...
What happens if you roll a 4+ for advance but don't want to use the tunnel? As written you still have to leave the battlefield and re-appear more than 9"
1. What if you don't want to and are already within 9" of an enemy?
2. If you choose to stay where you are you still have to roll the d6 and take a mortal wound.
This is random and fun and can cause some shenanigans that will be very difficult for your opponent to handle
YEs no choice. You teleport. If you were within 9" of enemy....Well you have to go elsewhere.
Good thing that thing rarely needs to advance anyway.
Automatically Appended Next Post:
Tyel wrote:Suffering the occasional mortal wound really doesn't matter when you have 8.
For 110 points I think they are top tier. I'd be surprised if competitive Ork armies don't bring several. Not hugely surprised they are locked behind the Speed Freaks Game (for now).
For that price and survivability(or rather lack of it) I wouldn't be surprised if it doesn't get taken. Instead in competive lists I expect to see teleporting walkers and deth skull KMK's(assuming gun isn't 48 pts like another player hinted though maybe unclearly) with grots for cheap tough wounds for backfield.
If you actually read what I said, I said that the rule is a crappy rule for the game, not just orks.
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![[Post New]](/s/i/i.gif) 2018/10/27 18:04:08
Subject: What are the new dragsta rules like?
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Locked in the Tower of Amareo
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If there wasn't no overheat plasma would be even more ridiculously good which would be worse than what is now. And actually orks have it good as they have less dangerous overheat than others.
But guess you are coloured by misconception that somehow dragsta will kill itself with the overheat when in reality that's super rare occurance. Odds of being at EXACT 1 wound AND rolling 1 to hit is pretty small. Usually you have 2+ wounds or are already dead so aren't going to die to overheat period.
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This message was edited 1 time. Last update was at 2018/10/27 18:05:24
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/10/27 19:02:18
Subject: What are the new dragsta rules like?
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Frenzied Berserker Terminator
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tneva82 wrote:If there wasn't no overheat plasma would be even more ridiculously good which would be worse than what is now. And actually orks have it good as they have less dangerous overheat than others.
But guess you are coloured by misconception that somehow dragsta will kill itself with the overheat when in reality that's super rare occurance. Odds of being at EXACT 1 wound AND rolling 1 to hit is pretty small. Usually you have 2+ wounds or are already dead so aren't going to die to overheat period.
No I'm not, I'm talking about the rule in general and in general its troops with plasma that get it, don't be obtuse of course I'm not suggesting that the dragsta will get destroyed in one shot.
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This message was edited 1 time. Last update was at 2018/10/27 19:03:16
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![[Post New]](/s/i/i.gif) 2018/10/27 21:14:47
Subject: What are the new dragsta rules like?
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Trazyn's Museum Curator
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Delvarus Centurion wrote: ClockworkZion wrote:Warhammer Community wrote: The Shokkjump Dragsta is the most unusual of the new Ork vehicles. For one, it’s – dare we say it – almost accurate by Orky standards, thanks to its paired Grot Gunner and Targetin’ Squig. You’ll be reliably hitting with the kustom shokk rifle on a 3+! Where the Shokkjump Dragsta really shines is its incredible (if unpredictable) mobility. Roll a 4+ on your Advance roll, and it’ll teleport to another spot of your choice on the board, making it perfect for last-minute objective grabs or getting into position for a crucial shot.
Source: https://www.warhammer-community.com/2018/10/17/17th-oct-orks-da-vehiclesgw-homepage-post-3/ Thank god, an Ork shooty unit that isn't made useless with low BS. I wish however GW got rid of the 'suffers 1 mortal wound' and just made it 'suffers one wound'. At least it doesn't kill the vehicle in one shot. Some weapons like that just says remove the user as a casualty.
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This message was edited 2 times. Last update was at 2018/10/27 21:17:11
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2018/10/29 02:59:20
Subject: What are the new dragsta rules like?
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Ultramarine Chaplain with Hate to Spare
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Those are some proppa Ork rules. Fun times.
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![[Post New]](/s/i/i.gif) 2018/10/29 03:05:54
Subject: What are the new dragsta rules like?
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Pestilent Plague Marine with Blight Grenade
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Nithaniel wrote:That Shokk tunnel rule is gonna be annoying...
What happens if you roll a 4+ for advance but don't want to use the tunnel? As written you still have to leave the battlefield and re-appear more than 9"
1. What if you don't want to and are already within 9" of an enemy?
2. If you choose to stay where you are you still have to roll the d6 and take a mortal wound.
This is random and fun and can cause some shenanigans that will be very difficult for your opponent to handle
If you're that close and want to remain that close then why are you advancing in the first place?
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"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.
To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle
5300 | 2800 | 3600 | 1600 | |
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![[Post New]](/s/i/i.gif) 2018/10/29 03:09:35
Subject: What are the new dragsta rules like?
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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Why? Are you aware of what setting you're playing in?
If at least 25% of ork fatalities in a game aren't self-inflicted it wasn't a fluffy game to begin with.
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