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![[Post New]](/s/i/i.gif) 2012/09/02 21:21:15
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Nurgle Predator Driver with an Infestation
Dover
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Stormboyz still suck, but suck more with new jump pack restrictions, i.e you can use it once a turn, so its move further, or re-roll charge dist, and with the casualties they can cause on themselves (especialyl with zag) they kill themselves pretty much.
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W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/09/03 02:15:08
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Decrepit Dakkanaut
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Played yet another game against some FMC tonight, and I can say Im glad Ive played against my wife and hers before tonight. I have learned, that if there is a FMC around, just ignore the bastard until it drops down to attack. If not, ignore it. I rocked tonight in a game against newer guy to the group that plays Nids. I just ignored the fliers until he landed it to attack, then it was on. Seriously lads, unless you have a sure fire unit to down a flier, just ignore them and go after the rest, youll only waste your shots on something that is going to be a PITA to down.
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![[Post New]](/s/i/i.gif) 2012/09/03 02:28:33
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Liche Priest Hierophant
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Also, as far as I know, Hammer of Wrath doesn't take Furious Charge into account, meaning they're hitting at Str3 with it. Not nice.
Would be awesome if Zaggstrukk was FAQ'd so that his talonz let him hit with PF strength during HoW. Automatically Appended Next Post: Also, however, I think that Stormboyz are still some of the fastest JI in the game- their Rokketpacks (I think) still give them that extra d6 move regardless of where/when the Jumppack ability is used.
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This message was edited 1 time. Last update was at 2012/09/03 02:29:40
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) 2012/09/03 07:31:03
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Big Mek Wurrzog wrote:Dr. What wrote:Has anybody tried out a mob of Stormboyz yet? I'm not seeing anything in the tactics portion of the OP...
Moves too fast ahead of the hordes, too lightly armored and too pts intensive to field effectively IMO
Pretty much. I wouldn't say they suck, they are just too expensive for what they do. At 9 points per model, they would be much more useful, bringing their unit cost in line with other "special boyz", like burnaz and lootaz. 240 points without squad leader is just way over the top for fast slugga boyz.
Orkaswampa wrote:Stormboyz still suck, but suck more with new jump pack restrictions, i.e you can use it once a turn, so its move further, or re-roll charge dist, and with the casualties they can cause on themselves (especialyl with zag) they kill themselves pretty much.
How do they "suck more" if they've actually gotten better? It's not like you could use your jump pack in assault before. So it's not a limitation, but a new choice.
Anvildude wrote:Also, as far as I know, Hammer of Wrath doesn't take Furious Charge into account, meaning they're hitting at Str3 with it. Not nice.
Would be awesome if Zaggstrukk was FAQ'd so that his talonz let him hit with PF strength during HoW.
Automatically Appended Next Post:
Also, however, I think that Stormboyz are still some of the fastest JI in the game- their Rokketpacks (I think) still give them that extra d6 move regardless of where/when the Jumppack ability is used.
You're correct on the FC+ HoW part. It says "unmodified strength".
You either get 12+ d6" move, and 2d6 charge with no HoW, or 6" move, and 2d6 with rerolls +1d6" charge and HoW. Unless you need to cross terrain, you really shouldn't be moving 12" on a turn you assault.
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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) 2013/10/03 14:21:30
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Nurgle Predator Driver with an Infestation
Dover
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The best thing for stormboyz is max mob with zagstruk and assault the biggest model count unit your opponent has via deep strike, thats it for them really.
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W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/09/03 16:07:21
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Insect-Infested Nurgle Chaos Lord
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I've found them useful for silencing annoying small units like Devastators or Fire Dragons, but they are definitely overcosted for their effect.
Shame really, because the models are awesome.
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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) 2012/09/03 17:15:37
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Ascalam wrote:I've found them useful for silencing annoying small units like Devastators or Fire Dragons, but they are definitely overcosted for their effect.
Shame really, because the models are awesome.
Agreed, i think the problem would go away with things like jink, smoke cloud or higher armor saves for the 12 pts.
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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) 2012/09/03 17:34:43
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Liche Priest Hierophant
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Jidmah wrote:
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You either get 12+ d6" move, and 2d6 charge with no HoW, or 6" move, and 2d6 with rerolls +1d6" charge and HoW. Unless you need to cross terrain, you really shouldn't be moving 12" on a turn you assault.
Hold on here. Does Fleet give you rerolls only on the specific 2d6 charge, or on all the dice used to charge? Because this essentially means that Stormboyz could roll 3d6 with re-rolls for any of the dice. That's actually really, really cool.
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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) 2012/09/03 19:01:36
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Pyro Pilot of a Triach Stalker
New York
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Anvildude wrote: Jidmah wrote:
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You either get 12+ d6" move, and 2d6 charge with no HoW, or 6" move, and 2d6 with rerolls +1d6" charge and HoW. Unless you need to cross terrain, you really shouldn't be moving 12" on a turn you assault.
Hold on here. Does Fleet give you rerolls only on the specific 2d6 charge, or on all the dice used to charge? Because this essentially means that Stormboyz could roll 3d6 with re-rolls for any of the dice. That's actually really, really cool.
Stormboyz don't get fleet. They got FAQ'd a while back and had WAAAGH! removed from their special rules.
I honestly am going to keep my slots for Warbikes, as I much prefer them.
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![[Post New]](/s/i/i.gif) 2012/09/03 19:49:37
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Nurgle Predator Driver with an Infestation
Dover
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Yeah, stormboyz suck at the end of the day. Until new codex each boy is 12 points wasted. Tbh 1 buggy is better than 3 stormboyz (points equiv roughly).
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W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/09/03 23:37:10
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Liche Priest Hierophant
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Sorry. Not 'Fleet' per-se. I meant the"Use the Rokkitpack to charge" thing.
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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) 2012/09/04 07:01:38
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Anvildude wrote:Sorry. Not 'Fleet' per-se. I meant the"Use the Rokkitpack to charge" thing.
The rokkit pack die isn't actually a roll-for-charge-range thing. You simply see if one boy explodes, and then add the number rolled to whatever move they were doing.
Oh, and storm boyz couldn't get fleet even when they had the Waagh! rule. Fleet is limited to infantry, which excludes jump infantry.
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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) 2012/09/04 10:13:48
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Screamin' Stormboy
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I'm really sorry to bring this once again, but I have a question about LOS for Nob Bikerz + Warboss. I understand now the HQ is immune to ID thanks to its permanent T6, and that he'll soak up enemy fire as long as he is first in line. I also get that Nob Bikerz can LOS on 2+ for him and that the Warboss toughness is used instead of the nobz'.  BUT I'd like to know if a Nob LOSing on the T6 Warboss can be instant-killed by a S10 weapon - e.g. IG's Manticores. Does he take a single wound since the shot was aimed at a T6 model, or does the Nob own tougness prevails on LOS?
... Duh, is this crystal clear?
Thanks in advance!
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Breknek Krashdaskull
(Kraknuk Pét'le Krane) |
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![[Post New]](/s/i/i.gif) 2012/09/04 10:17:29
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Liche Priest Hierophant
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Again, re-explaining. Regular Jump Infantry can either use their Jump Pack to get an extra 6" of Move, or to let them re-roll one or both dice on the Charge (which is what Fleet does). I was talking about that, and just calling it Fleet because that's essentially what it is. If I meant a Waaagh!! Fleet, I'd have said WAAAAGH!!
*slap*
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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) 2012/09/04 10:28:07
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Smokin' Skorcha Driver
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Bonzofever wrote:I'm really sorry to bring this once again, but I have a question about LOS for Nob Bikerz + Warboss. I understand now the HQ is immune to ID thanks to its permanent T6, and that he'll soak up enemy fire as long as he is first in line. I also get that Nob Bikerz can LOS on 2+ for him and that the Warboss toughness is used instead of the nobz'.  BUT I'd like to know if a Nob LOSing on the T6 Warboss can be instant-killed by a S10 weapon - e.g. IG's Manticores. Does he take a single wound since the shot was aimed at a T6 model, or does the Nob own tougness prevails on LOS?
... Duh, is this crystal clear?
Thanks in advance!
Re-read instant rules. If the wound is caused by a weapon with 2xT he is death. So yes if a Nob suffers a S10 unsaved wound he gets Instant killed
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![[Post New]](/s/i/i.gif) 2012/09/04 11:41:45
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Anvildude wrote:Again, re-explaining. Regular Jump Infantry can either use their Jump Pack to get an extra 6" of Move, or to let them re-roll one or both dice on the Charge (which is what Fleet does). I was talking about that, and just calling it Fleet because that's essentially what it is. If I meant a Waaagh!! Fleet, I'd have said WAAAAGH!!
*slap*
Ya, I was responding to the "they lost the Waaagh! rule" part. They merely removed it from multiple units to prevent confusion.
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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) 2012/09/04 12:10:25
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Screamin' Stormboy
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Bacms wrote:Re-read instant rules. If the wound is caused by a weapon with 2xT he is death. So yes if a Nob suffers a S10 unsaved wound he gets Instant killed
Thanks. So that means Manticores still are the best choice for IG to take down a Nob Bikerz squad easily...
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Breknek Krashdaskull
(Kraknuk Pét'le Krane) |
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![[Post New]](/s/i/i.gif) 2012/09/04 12:18:55
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Bonzofever wrote: Bacms wrote:Re-read instant rules. If the wound is caused by a weapon with 2xT he is death. So yes if a Nob suffers a S10 unsaved wound he gets Instant killed
Thanks. So that means Manticores still are the best choice for IG to take down a Nob Bikerz squad easily...
Why wouldn't the boss just take the hits and then roll 4 plus cover to ignore and then feel no pain?
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This message was edited 1 time. Last update was at 2012/09/04 12:19:05
" 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) 2012/09/04 12:32:06
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Because the maticore is barrage, and he would have to succeed a bunch of 4+ LoS! rolls first. You must allocate to the models near the hole(s) first.
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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) 2012/09/04 16:23:47
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Nurgle Predator Driver with an Infestation
Dover
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Manticores instant death anything bar the nob and due to it being barrage it counts as closest to the whole on the template. Your warboss may be the fourth or third closest so you cant rely on it, hence 4+ perm cover and a painboy to deal with it. One wound gets through and you lose a biker, if you're against 3 manticores then you have a big problem.
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W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/09/04 21:43:57
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Decrepit Dakkanaut
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I took an incredibly shooty list Sunday against some Nids. And Im still floored at just how impressive Ork shooting can be in 6th. Good lord, I honestly only assaulted 2 units the whole game, the rest I would walk backwards to try and get more shooting in, and then overwatch once assaulted. Im just super giddy with 6th right now. I thought Ork shooting was good in 5th, its soooo much more powerful now.
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![[Post New]](/s/i/i.gif) 2012/09/05 11:26:37
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Mutilatin' Mad Dok
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Ah man, with the local national tournament coming up quickly - I really need to decide which flier to take as my Dakka Jet's wingman.
Modeling issues aside, in a pure rules perspective, can anyone express their experiences with the Dakka Jet and Burna Bomma, and suggest which would make a better partner for an already present Dakka Jet? (man, sounds like I'm trying to set my Dakka Jet up...)
I'm fully aware that the Burna Bomma looks to be devestating against half of the races in the game, but generally not impressive against the other half (3+ save models, etc), while the Dakka Jet is a really good all rounder. (and 35pts cheaper, considering the price I'm looking to run the Burna Bomma).
The list, as it stands, already has two units of Lootas (one of which inside a Battlewagon) and Kanz with Grotzookas, so there's a mix of high str fire and general anti-infantry slaughter already present.
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![[Post New]](/s/i/i.gif) 2012/09/05 13:39:51
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Insect-Infested Nurgle Chaos Lord
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I'd take a dakkajet if your meta is anything like the average (3+ everywhere, precious few xenos) one i've seen at tournaments.
Our local meta is actually swinging heaviliy towards xenos. A year ago it was almost all Marines, but something about 6th has had people dusting off their alternate armies, or starting new xeno ones...
If you are xeno-heavy run a Burnabomma
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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) 2012/09/05 13:48:27
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Growlin' Guntrukk Driver with Killacannon
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I'd go Dakkajet myself. More versatile, a tad cheaper and able to take on fliers so your lootaz can focus on targets on the ground.
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War does not determine who is right - only who is left. |
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![[Post New]](/s/i/i.gif) 2012/09/05 14:27:31
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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KingCracker wrote:I took an incredibly shooty list Sunday against some Nids. And Im still floored at just how impressive Ork shooting can be in 6th. Good lord, I honestly only assaulted 2 units the whole game, the rest I would walk backwards to try and get more shooting in, and then overwatch once assaulted. Im just super giddy with 6th right now. I thought Ork shooting was good in 5th, its soooo much more powerful now.
Good young one... good  soon the dakka dakka fever shall set in... and wait till the dakka fortress
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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) 2012/09/06 16:05:20
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Screamin' Stormboy
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Sorry to bother you again people, but I read somewhere that Hellhounds did not cancel the inv. save of ork bikerz. Is this true? and why?
Thankies.
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Breknek Krashdaskull
(Kraknuk Pét'le Krane) |
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![[Post New]](/s/i/i.gif) 2012/09/06 16:28:32
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Bonzofever wrote:Sorry to bother you again people, but I read somewhere that Hellhounds did not cancel the inv. save of ork bikerz. Is this true? and why?
Thankies.
Nothing cancels inv saves it represents something magical or "invulnerable" about the squad. They use to but to my knowledge nothing removes inv saves now and days
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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) 2012/09/06 16:48:51
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Savage Khorne Berserker Biker
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Hellhounds fire template weapons which ignore cover saves. Bikes always have a 4+ cover save unless they're hit by template weapons or things that ignore cover. Cover save != invulnerable save.
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![[Post New]](/s/i/i.gif) 2012/09/06 17:26:25
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Screamin' Stormboy
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So that means Hellhounds *do* hurt biker mobs. I was skeptical about them getting 4+ anyway....
Gee, I was so thrilled about this. Hellhounds being S5 AP4, the only thing that remains is the FNP rule for nob bikerz with a doc.
Thanks for your answer!
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Breknek Krashdaskull
(Kraknuk Pét'le Krane) |
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![[Post New]](/s/i/i.gif) 2012/09/06 17:30:45
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Longtime Dakkanaut
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Bonzofever wrote:So that means Hellhounds *do* hurt biker mobs. I was skeptical about them getting 4+ anyway....
Gee, I was so thrilled about this. Hellhounds being S5 AP4, the only thing that remains is the FNP rule for nob bikerz with a doc.
Thanks for your answer!
well if you take cybork bodies you'd be getting a 5+ cybork save and then get a 5+ FNP on your failed rolls. so really a 5++ against those ap4 barrage (barring s10 ones)... which is mo' betta than just one 5+ i'd say
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