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![[Post New]](/s/i/i.gif) 2012/06/27 16:00:50
Subject: 6th Ed. rules changes and impact on Orks.
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Battlefortress Driver with Krusha Wheel
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Boo. That's right.
Also, read this in the main thread. Can anyone break this down a little better?
With the uncontrollable movement removed from rage, and the nerf to power weapons, which means that you can take a regular 2+ save and FnP in addition more often, does this means that a unit of MANz lead by Grotznik would be an extremely survivable and hard-hitting unit? Automatically Appended Next Post: Also, just read this.
"First turn assault disallowed when scouting or infiltrating"
Which means Kopta first turn transport popping is over.
This puts rokkit buggies well in the lead now. Automatically Appended Next Post: Also just read that bikes Turbo Boost 12 now.
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This message was edited 2 times. Last update was at 2012/06/27 16:06:12
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![[Post New]](/s/i/i.gif) 2012/06/27 16:15:41
Subject: 6th Ed. rules changes and impact on Orks.
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Battlewagon Driver with Charged Engine
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Im honestly worried about charge ranges now however. I feel like with having to kill boyz in the front now due to shooting, as well as random charge distances, its going to make for a lot of situations where we are just out of range or have to wait another turn to charge/risk getting counter charged.
That and everyone taking snipers to pick off nobs :/
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![[Post New]](/s/i/i.gif) 2012/06/27 16:46:28
Subject: 6th Ed. rules changes and impact on Orks.
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Longtime Dakkanaut
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matphat wrote:Boo. That's right.
Also, read this in the main thread. Can anyone break this down a little better?
With the uncontrollable movement removed from rage, and the nerf to power weapons, which means that you can take a regular 2+ save and FnP in addition more often, does this means that a unit of MANz lead by Grotznik would be an extremely survivable and hard-hitting unit?
Automatically Appended Next Post:
Also, just read this.
"First turn assault disallowed when scouting or infiltrating"
Which means Kopta first turn transport popping is over.
This puts rokkit buggies well in the lead now.
Automatically Appended Next Post:
Also just read that bikes Turbo Boost 12 now.
I thought grotsnik was 1 scalpal short of a medpack and that is what made him completely bollocks to use? I had the exact same thought about using dok with a squad for the +2A on the whole squad, and giving out cybork nilly willy to wazdaka (if i took em in 2nd FOC)/meganobz etc
no first turn auto hitting buzzsaw hits on never before moved vehicles? drat. guess they will just have to be outflanked
12" turbo boost on bikes?? i assume it's during shooting phase so will be able to move 12" then shoot or turbo boost another 12"?
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![[Post New]](/s/i/i.gif) 2012/06/27 16:52:45
Subject: 6th Ed. rules changes and impact on Orks.
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Battlefortress Driver with Krusha Wheel
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skyfi wrote:
12" turbo boost on bikes?? i assume it's during shooting phase so will be able to move 12" then shoot or turbo boost another 12"?
I'm assuming the same thing. Just a reordering really.
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![[Post New]](/s/i/i.gif) 2012/06/27 16:56:40
Subject: 6th Ed. rules changes and impact on Orks.
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Veteran Wolf Guard Squad Leader
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The battle wagons suffer from the hull points too. Now if you get glanced 4 times, you're wrecked.
On the other hand, if you suffer a glancing hit, you DO NOT roll on the damage chart. So a glance doesn't automatically stop you from moving or shooting.
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2500 pts
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2012/06/27 18:57:20
Subject: 6th Ed. rules changes and impact on Orks.
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Arch Magos w/ 4 Meg of RAM
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for those of you that use buggies, what do you equip them with anyway? I always thought they were a huge waste.
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Godforge custom 3d printing / professional level casting masters and design:
https://www.etsy.com/shop/GodForge |
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![[Post New]](/s/i/i.gif) 2012/06/27 19:02:23
Subject: 6th Ed. rules changes and impact on Orks.
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Pulsating Possessed Chaos Marine
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Grundz wrote:for those of you that use buggies, what do you equip them with anyway? I always thought they were a huge waste.
Tl rokkits
It's REALLY cheap and fast and with the two hull points they could last A LOT longer...Though now I have to choose between them stormboyz planes and bikes D=
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15 successful trades !! |
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![[Post New]](/s/i/i.gif) 2012/06/27 20:17:39
Subject: 6th Ed. rules changes and impact on Orks.
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Battlefortress Driver with Krusha Wheel
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Buggies with TL Rokkits, and I also like the wartrakk option for difficult terrain re-rolls.
Squardon of three has 6 hull points, AV 10 all around.
They have never failed to do their job.
Remember, TL make Ork shooting 50% hit!
=D Automatically Appended Next Post: This is of course, if nothing changes to squadron rules.
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This message was edited 1 time. Last update was at 2012/06/27 20:31:08
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![[Post New]](/s/i/i.gif) 2012/06/27 21:08:52
Subject: 6th Ed. rules changes and impact on Orks.
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Mekboy on Kustom Deth Kopta
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most my lists start with 315 points for 9 rokkit buggies.. they are like fire dragons for eldar, an auto take they are that good.
this is just making them even stronger.
granted the planes are nice to i've run my dakka jets a few teims btu i found myself missing that str8 tl rokkit goodness
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![[Post New]](/s/i/i.gif) 2012/06/27 21:14:44
Subject: 6th Ed. rules changes and impact on Orks.
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Battlefortress Driver with Krusha Wheel
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Especially now that they can FINALLY drop AV 14 via Hull Points
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![[Post New]](/s/i/i.gif) 2012/06/27 21:28:33
Subject: 6th Ed. rules changes and impact on Orks.
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Mekboy on Kustom Deth Kopta
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true but only on 6's. I think pk's are the answer to av14 . that or deff rollas. a deffrolla can now really wreck stuff d6 so 3.5 average str 10 hits .. plus the ram.
note also the boarding plank just got more interesting too
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![[Post New]](/s/i/i.gif) 2012/06/27 21:29:52
Subject: 6th Ed. rules changes and impact on Orks.
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Battlefortress Driver with Krusha Wheel
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9 TL rokkits around seem like enough to do the job, and cheaply too.
Also, they draw a lot of fire which is also nice for your PKs to get in and do the job up close.
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![[Post New]](/s/i/i.gif) 2012/06/27 21:38:38
Subject: Rumored cover rules changes and Orks.
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Land Raider Pilot on Cruise Control
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This message was edited 1 time. Last update was at 2012/06/27 21:55:47
::1750:: Deathwatch |
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![[Post New]](/s/i/i.gif) 2012/06/27 21:40:41
Subject: 6th Ed. rules changes and impact on Orks.
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Battlefortress Driver with Krusha Wheel
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Not bad.
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![[Post New]](/s/i/i.gif) 2012/06/27 21:44:33
Subject: Rumored cover rules changes and Orks.
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Jervis Johnson
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How many points does the following cost (apologies for leaving the counting to all you Ork generals)?
3 Dakkajets
45 Lootas
4x20 or 30 Shoota Boyz with Nobz and as many rokkits as you can cram in
I think that would be a reasonable starting point for an Ork army in the 6th edition. I know that atleast from an IG or Necron perspective, footslogga Orks seem like a much stronger opponent than let's say oldschool (  ) Grey Knights or Space Wolves. Orks have no real trouble killing flyers with their shooting because their firepower is all about numbers and nothing about ballistic skill. They can also get their own flyers, and their army can be built to be able to survive a pretty strong alpha strike.
Just some preliminary thoughts.
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This message was edited 3 times. Last update was at 2012/06/27 21:49:14
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![[Post New]](/s/i/i.gif) 2012/06/27 21:51:01
Subject: 6th Ed. rules changes and impact on Orks.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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3 dakka jets with the mandatory extra shoota are 360, 45 lootaz are 675 and 120 shoota boyz are 880 without special weapons, so with an HQ you'd already scratch 2000.
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This message was edited 2 times. Last update was at 2012/06/27 21:51:47
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) 2012/06/27 21:51:51
Subject: 6th Ed. rules changes and impact on Orks.
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Battlefortress Driver with Krusha Wheel
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Never put rokkits in mobz of boyz.
You can get a max of three, at BS2, and then waste all that running or shooting for a fairly bad chance you'll hit something with them.
If anything add big shootas.
This has not changed in 6th.
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![[Post New]](/s/i/i.gif) 2012/06/27 21:52:31
Subject: 6th Ed. rules changes and impact on Orks.
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Jervis Johnson
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Jidmah wrote:3 dakka jets with the mandatory extra shoota are 360, 45 lootaz are 675 and 120 shoota boyz are 880 without special weapons, so with an HQ you'd already scratch 2000.
Well, the Lootas and the Dakkajets will probably be able to carry their weight, so you'd have to cut down on the Boyz a little
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![[Post New]](/s/i/i.gif) 2012/06/27 22:33:14
Subject: Re:6th Ed. rules changes and impact on Orks.
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Smokin' Skorcha Driver
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Aren't the rumours saying you can only move up to 6 inches after disembarking? So no more 2+6
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![[Post New]](/s/i/i.gif) 2012/06/27 22:41:58
Subject: 6th Ed. rules changes and impact on Orks.
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Battlefortress Driver with Krusha Wheel
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I believe that is correct, but you can also run, and charge, with charge giving more or less the same distance average.
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![[Post New]](/s/i/i.gif) 2012/06/27 23:16:02
Subject: 6th Ed. rules changes and impact on Orks.
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Krazed Killa Kan
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matphat wrote:I believe that is correct, but you can also run, and charge, with charge giving more or less the same distance average.
You can't run and charge, but the Charge is now 2D6.
So it's almost the same as before - Move Vehicle 6", Disembark and Move 6", Charge 2D6 (with a re-roll on one dice if you call the Waaagh).
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![[Post New]](/s/i/i.gif) 2012/06/27 23:30:31
Subject: 6th Ed. rules changes and impact on Orks.
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Mekboy Hammerin' Somethin'
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So just read double FOC at 2000+ matches... does this mean 18 Rokkit buggies?
Does this mean we can take an entire armada (6 units of 2) Deff koptas and dismantle enemy armor before they get to move?
Does this mean that Flashgits can bring their own ride with the extra HS slot?
Does this mean I can run almost nothing but one of the most un-assaultable units in the game (15 burnas) and minimum troops?
Does this mean that Spam armies will be ridiculous as people run 15 Battle Wagons with Deff Rollas and a KFF built in there somewhere?
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Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2012/06/28 02:22:27
Subject: 6th Ed. rules changes and impact on Orks.
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Battlefortress Driver with Krusha Wheel
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QuietOrkmi wrote:So just read double FOC at 2000+ matches... does this mean 18 Rokkit buggies?
Does this mean we can take an entire armada (6 units of 2) Deff koptas and dismantle enemy armor before they get to move?
Does this mean that Flashgits can bring their own ride with the extra HS slot?
Does this mean I can run almost nothing but one of the most un-assaultable units in the game (15 burnas) and minimum troops?
Does this mean that Spam armies will be ridiculous as people run 15 Battle Wagons with Deff Rollas and a KFF built in there somewhere?
I'm pretty sure the answers are:
yes
yes
yes
yes
but that said, the point value that you'll be doing that at, is something I'll never see.
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![[Post New]](/s/i/i.gif) 2012/06/28 03:41:58
Subject: Re:6th Ed. rules changes and impact on Orks.
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Renegade Inquisitor with a Bound Daemon
Tied and gagged in the back of your car
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Really annoyed about what they've done with reserves.
I really, really, really like Snikrot and his boyz, but now they're complete garbage. The only positive thing to come out of it is that there'll be more room in my case, knowing that I can leave my kommandoes back home when I leave town after the summer.
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![[Post New]](/s/i/i.gif) 2012/06/28 04:09:20
Subject: 6th Ed. rules changes and impact on Orks.
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Longtime Dakkanaut
Indiana
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I am interested in trying a list with stormboys and zagstruk in the fast attack with two jets. At least two battlewagons, not sure what will be in them yet. Lootas in one could be interesting, not sure yet.
All in all very excited about starting orks in this edition.,
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![[Post New]](/s/i/i.gif) 2012/06/28 04:22:38
Subject: Re:6th Ed. rules changes and impact on Orks.
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Regular Dakkanaut
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Fafnir wrote:Really annoyed about what they've done with reserves.
I really, really, really like Snikrot and his boyz, but now they're complete garbage. The only positive thing to come out of it is that there'll be more room in my case, knowing that I can leave my kommandoes back home when I leave town after the summer.
? why, what happens to reserve rules ?
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![[Post New]](/s/i/i.gif) 2012/06/28 04:33:18
Subject: Re:6th Ed. rules changes and impact on Orks.
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Renegade Inquisitor with a Bound Daemon
Tied and gagged in the back of your car
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You cannot assault on the turn you come from reserves. This includes normal walk-on reserves, deepstrike, outflank, and Snikrot's Ambush. Scouts and Infiltrators are also unable to assault on the first turn.
Considering the nerfs between Koptas, Nobz, and Kommandoes, I think I'll be shelving my Orkz for this edition. Nobz and Kommandoes are my favourite Ork units (hell, Nobz are my favourite unit in the entire game), and they've taken such a huge hit that they're really not worth taking anymore.
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This message was edited 1 time. Last update was at 2012/06/28 04:33:37
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![[Post New]](/s/i/i.gif) 2012/06/28 06:01:19
Subject: 6th Ed. rules changes and impact on Orks.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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QuietOrkmi wrote:So just read double FOC at 2000+ matches... does this mean 18 Rokkit buggies? Does this mean we can take an entire armada (6 units of 2) Deff koptas and dismantle enemy armor before they get to move?
No, because you may no longer assault on turn 1 if you used infiltrate or scout. Does this mean that Flashgits can bring their own ride with the extra HS slot?
Sure, why not? Does this mean I can run almost nothing but one of the most un-assaultable units in the game (15 burnas) and minimum troops?
The most un-assaultable unit still dies like boyz to shooting. It hasn't been a good idea to footsloog ork elites before, and there is no reason for it to be viable now. Does this mean that Spam armies will be ridiculous as people run 15 Battle Wagons with Deff Rollas and a KFF built in there somewhere?
As pointed out many times before, a battlewagon is not dangerous by itself. Spamming that many battlewagons is on par with spamming rhinos and then attempting to storm-bolter everything. A battlewagon without dangerous cargo is worthless. Automatically Appended Next Post: Fafnir wrote:You cannot assault on the turn you come from reserves. This includes normal walk-on reserves, deepstrike, outflank, and Snikrot's Ambush. Scouts and Infiltrators are also unable to assault on the first turn. Considering the nerfs between Koptas, Nobz, and Kommandoes, I think I'll be shelving my Orkz for this edition. Nobz and Kommandoes are my favourite Ork units (hell, Nobz are my favourite unit in the entire game), and they've taken such a huge hit that they're really not worth taking anymore. I wouldn't call nobz out just yet. If the wound allocation rules really work as described, you could have two or three slugga nobz in 'eavy armor soak up all the wounds, effectively doing the same you're doing right now. And if big choppas become power mauls or power axes nob mobz are going to be nuts. Besides, where did you get that "can not assault from reserves" from? Haven't seen that one yet. Just the FAQ about powers used before movement made it into the rulebook itself.
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This message was edited 2 times. Last update was at 2012/06/28 06:04:58
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) 2012/06/28 06:19:58
Subject: 6th Ed. rules changes and impact on Orks.
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Devastating Dark Reaper
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I was originally worried for the orks between the rapid fire being able to move and shoot one shot full range still (fire warriors en masse will be damn scary.) And casualties coming off the front. But after reading this article im alot less worried  but the book will be in my hands soon!!! i cant wait, then i will be able to tell for sure until then WAAAAAAAAAAGGHHHHH!!!!!
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"We bring only death and leave only carrion, it is a message even a human can understand." |
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![[Post New]](/s/i/i.gif) 2012/06/28 09:48:14
Subject: 6th Ed. rules changes and impact on Orks.
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Pulsating Possessed Chaos Marine
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And out goes my snikrot zagstruck ghazzy fun. :( guess it's
Time to invest in buggies...i don't even know what kinda list to run anymore :(
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15 successful trades !! |
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