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![[Post New]](/s/i/i.gif) 2012/09/08 04:01:04
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Nasty Nob on Warbike with Klaw
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Da Big Nob Zotrag howled with glee as his Battlewagon, Da Squigkrusha, krumped a Space Marine Land Raider. With a cavernous cackle he gestured towards a pack of 'umies with big guns scrambling away from the burning debris. The driver bellowed his confirmation and violently spun the steering wheel as he bore down on the tin boyz. Suddenly, the spinning deff rolla shot up from the ground rearing the entire wagon into what must have been a hilarious wheelie. The wagon crashed down seconds afterwards, immobilized on the spot. Zotrag leapt out in a rage and rushed forward to see what had dared stop him smashing more 'umies into a sickly salmon sauce. Inches in front of the massive death rolla was a smattering of poorly painted pebbles and half arsed tree. Zotrag reared his neck back and cursed the poorly place plants that had pacified his petulance pride.
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Read my story at:
http://www.dakkadakka.com/dakkaforum/posts/list/0/515293.page#5420356
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![[Post New]](/s/i/i.gif) 2012/09/08 06:55:05
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Anyone else feeling we are an army where AP and cover is amazingly against us...? just saying i feel like unless prone to failures like 5+ cover or armor it stops the ferocity of our attacks way to easy...
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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) 2012/09/08 07:04:13
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Renegade Inquisitor with a Bound Daemon
Tied and gagged in the back of your car
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Big Mek Wurrzog wrote:Anyone else feeling we are an army where AP and cover is amazingly against us...? just saying i feel like unless prone to failures like 5+ cover or armor it stops the ferocity of our attacks way to easy...
Absolutely. Armour saves became a lot more valuable in 6th, which means AP weaponry became a lot more valuable. Orkz tend to be lacking greatly in both of these departments. It's one of the many changes that 6th edition brought that have severely reduced the viability of the Ork Codex.
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![[Post New]](/s/i/i.gif) 2012/09/08 07:10:59
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Nasty Nob on Warbike with Klaw
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Which is why I think Weirdboys and Big Gunz are underrated, especially now. They can give you a lot of AP2/AP3 shots.
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Read my story at:
http://www.dakkadakka.com/dakkaforum/posts/list/0/515293.page#5420356
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![[Post New]](/s/i/i.gif) 2012/09/08 07:12:10
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Renegade Inquisitor with a Bound Daemon
Tied and gagged in the back of your car
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Amaya wrote:Which is why I think Weirdboys and Big Gunz are underrated, especially now. They can give you a lot of AP2/AP3 shots. 
And reliably too!
...wait...
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![[Post New]](/s/i/i.gif) 2012/09/08 07:18:34
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Nasty Nob on Warbike with Klaw
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Warphead Weirdboys should be used to target MEQs/TEQs or Light Armor. Used as such they come out to roughly BS4 (odds of getting a useful spell against that).
Zzap Gunz make good Terminator killers. You have a 33/36 chance to be wounding on at least 4+ and a solid chance to be wounding on 2+.
I wouldn't use them to try to punch through vehicles, but they certainly have a use.
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Read my story at:
http://www.dakkadakka.com/dakkaforum/posts/list/0/515293.page#5420356
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![[Post New]](/s/i/i.gif) 2012/09/08 09:58:53
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Mutilatin' Mad Dok
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To be honest, RaW, you could always get cover saves from anything that was NOT a close combat attack, or did NOT specifically state it ignored cover.
Same as 5th, really.
So you could always take cover saves from the Deffrolla - though suggesting such would often lead to a very upset opponent. It has now been clarified, at least.
Still not sure I understand the change in regards to Nobs and Characters, though.
Wait, I think I got it...
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This message was edited 2 times. Last update was at 2012/09/08 09:59:59
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![[Post New]](/s/i/i.gif) 2012/09/08 11:26:03
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Decrepit Dakkanaut
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I just converted a SAG mek last night for some big ol AP2 pie plates. Agreed with our sever lack of AP3 weapons. Sure we can spam feth rokkits, but out BS2 pretty much makes them a waste of points. I used to spam rokkits everywhere, and yea the sound of 15+ rokkits a turn is nice, but in practice, most of those miss. Its sad that a Bigshoota has a better chance of killing MEQ then a friggin rokkit.  Oh well, adapt and move on I guess. Ive got a fairly big game going on today, so heres hoping I kill me some Imperial sissies!
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![[Post New]](/s/i/i.gif) 2012/09/08 13:07:10
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Kharrak wrote:To be honest, RaW, you could always get cover saves from anything that was NOT a close combat attack, or did NOT specifically state it ignored cover.
Same as 5th, really.
So you could always take cover saves from the Deffrolla - though suggesting such would often lead to a very upset opponent. It has now been clarified, at least.
Still not sure I understand the change in regards to Nobs and Characters, though.
Wait, I think I got it...
does this mean all death of glories i could take a KFF save...?
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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) 2012/09/08 13:37:31
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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You are not allowed to take any saves against DoG. If you fumble your attack, the model is gone, no tricks beside immortality allowed.
Well, I guess at least weird boyz can now hit planes with their zzap power. Everything else is really sad.
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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) 2012/09/08 13:40:30
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Amaya wrote:Da Big Nob Zotrag howled with glee as his Battlewagon, Da Squigkrusha, krumped a Space Marine Land Raider. With a cavernous cackle he gestured towards a pack of 'umies with big guns scrambling away from the burning debris. The driver bellowed his confirmation and violently spun the steering wheel as he bore down on the tin boyz. Suddenly, the spinning deff rolla shot up from the ground rearing the entire wagon into what must have been a hilarious wheelie. The wagon crashed down seconds afterwards, immobilized on the spot. Zotrag leapt out in a rage and rushed forward to see what had dared stop him smashing more 'umies into a sickly salmon sauce. Inches in front of the massive death rolla was a smattering of poorly painted pebbles and half arsed tree. Zotrag reared his neck back and cursed the poorly place plants that had pacified his petulance pride.
that is one nice thing I'll give to Warhammer fantasy... the armor degradation made sense to me in it. I understand in 40 with SO MANY GUNS you can't really do that especially since everything comes with an AP but what about CC? Make it something like CC weapons that are beyond the confines of S4 (in other words 5+) start to degrade armor i mean MC's are already the height of this BSery as is why not award BC some dangerous nature?
strength 5 = 1 worse on armor saves
strength 7= 2 worse on armor saves
Strength 9 = 3 worse on armor saves
*** again the idea would be for typical CC weapons that aren't power weapons, force weapons ect. ***
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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) 2012/09/08 22:39:22
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Liche Priest Hierophant
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Dr. What wrote: Amaya wrote:Hey guys this dust I blew up saved me from a 10 ton rolling cylinder of death!
GW says it's cinematic and helps to forge a narrative! It must be true!
Perhaps we can convince some of the " GW undesirables" (I name none!) to test this out...
Wait, so dodging from Rolling Deth due to a dust cloud is 'Cinematic', but snagging a strafing jet from midair with a giant claw isn't?
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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) 2012/09/08 22:40:34
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Pyro Pilot of a Triach Stalker
New York
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Anvildude wrote:Dr. What wrote: Amaya wrote:Hey guys this dust I blew up saved me from a 10 ton rolling cylinder of death!
GW says it's cinematic and helps to forge a narrative! It must be true!
Perhaps we can convince some of the " GW undesirables" (I name none!) to test this out...
Wait, so dodging from Rolling Deth due to a dust cloud is 'Cinematic', but snagging a strafing jet from midair with a giant claw isn't?
GW frowns upon Orkiness, as Orks are not Space Marines.
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![[Post New]](/s/i/i.gif) 2012/09/08 22:59:44
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Liche Priest Hierophant
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Dr. What wrote:Anvildude wrote:Dr. What wrote: Amaya wrote:Hey guys this dust I blew up saved me from a 10 ton rolling cylinder of death!
GW says it's cinematic and helps to forge a narrative! It must be true!
Perhaps we can convince some of the " GW undesirables" (I name none!) to test this out...
Wait, so dodging from Rolling Deth due to a dust cloud is 'Cinematic', but snagging a strafing jet from midair with a giant claw isn't?
GW frowns upon Orkiness, as Orks are not Space Marines.
Whut wuz ya Sayin'?
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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) 2012/09/09 00:18:52
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlefortress Driver with Krusha Wheel
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I'm not going to lie, I do well with my Orks.
That is until I go up against anyone with a competitive army build, and then I just get stomped. Closing to firing range on these new deployments, and trying to match fire with armies who don't need cover, have excellent range, great AP, lots of fire flexibility, and a good BS with under costed models can be a real chore.
And a chore is not what "playing" is supposed to be.
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![[Post New]](/s/i/i.gif) 2012/09/09 00:50:48
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Smokin' Skorcha Driver
Canada
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I am going to try putting Wazdakka and a couple bikes in a battlewagon. 7" + 12" + 2D6 means that a turn 1 combat is possible again! Of course they will probably die immediately afterwards, but still.
Unless is misunderstood.
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This message was edited 1 time. Last update was at 2012/09/09 00:51:52
tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2012/09/09 00:51:29
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Insect-Infested Nurgle Chaos Lord
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But we are the hordes of 'spear-carriers' that are only there to make the SM look good, according to GW...
I don't care overmuch. As long as I get to be magnificently Orky before i get killed it's all good
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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) 2012/09/09 02:46:49
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Decrepit Dakkanaut
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Oh man am I on top of the world tonight. Just got back from playing a 1k point match, trying out my newly constructed SAG mek. My list
SAG Mek w/ cybork and ammo runt
3 - 20x shootaboyz w/2big shootas (1 on nob) and a BP Big Choppa on the nobz
2 - x5 lootas
11 burnas/1mek in
x4 bigshoota battle wagon, riggors, kannon
And the SM player had something like
1 full tactical w/missile launcher
1 big ol blob of scouts w/sniper rifles
1 ironclad
1 riflemen dred
1 venerable w/plasmacannon and missile launcher
Master of the forge w/conversion beamer.
I think that was it.
My burnaz never even left the wagon. SAG smoked the venerable and immobolized the riflemen, hilariously behind cover so could only shoot at a blob of boyz  and then pie plated the tactical leaving only 2 left before dying. I shot his MoF to death, stripped the riflemen down to 1 hullpoint and tied the ironclad in combat for 3 turns. It was awesome. He only killed my BigMek. Good grief the Imperium is going to be pissed
Ork shooting is just ridiculous in 6th.
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![[Post New]](/s/i/i.gif) 2012/09/09 03:00:38
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Savage Khorne Berserker Biker
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Any thoughts on this list I'm currently brainstorming?
KFF with 'eavy Armor - 90 points
Warphead Weirdboy - 85 points
10 Lootas - 150 points
10 Lootas - 150 points
10 Lootas - 150 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
Dakkajet with extra TL Supa Shoota and Fighta Ace - 130 points
Dakkajet with extra TL Supa Shoota and Fighta Ace - 130 points
Dakkajet with extra TL Supa Shoota and Fighta Ace - 130 points
3 Kannons with 6 extra Grots - 78 points
3 Kannons with 6 extra Grots - 78 points
3 Kannons with 6 extra Grots - 78 points
Aegis Defense Line - 50 points
1999 points
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This message was edited 1 time. Last update was at 2012/09/09 03:00:51
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![[Post New]](/s/i/i.gif) 2012/09/09 06:14:46
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlefortress Driver with Krusha Wheel
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AresX8 wrote:Any thoughts on this list I'm currently brainstorming?
KFF with 'eavy Armor - 90 points
Warphead Weirdboy - 85 points
10 Lootas - 150 points
10 Lootas - 150 points
10 Lootas - 150 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
Dakkajet with extra TL Supa Shoota and Fighta Ace - 130 points
Dakkajet with extra TL Supa Shoota and Fighta Ace - 130 points
Dakkajet with extra TL Supa Shoota and Fighta Ace - 130 points
3 Kannons with 6 extra Grots - 78 points
3 Kannons with 6 extra Grots - 78 points
3 Kannons with 6 extra Grots - 78 points
Aegis Defense Line - 50 points
1999 points
I've played that exact list, and it does well. Just be aware that any army with lots of plates are going to make you have a seriously bad day.
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![[Post New]](/s/i/i.gif) 2012/09/09 08:07:30
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Mutilatin' Mad Dok
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After playing last night, Trukks still work great. The main issue I'm having is against those damned AV12 fliers, as well as that accursed Fortress of Redemption. Still, I fluffed some important rolls, and learned again that I need more troops to hang back (ie, I'll be investing in some grots) - and my opponent accidently assumed GK and IG were battle brothers.
Not to mention my jaw dropping upon learning that the Stormraven (not just the Blood Angels one) can drop any unit even if it has moved more than 6".
That aside - I'm still unsure how Look Out Sir has changed (if at all) beyond certain things. I know the following:
*ONLY squad leaders can look out sir. Nob Squads by themselves can no longer Look Out Sir.
*Look Out Sir must be directed to the nearest model, preventing wound allocation shenanigans.
Beyond that, I see that this note: "Delete “(or unsaved Wounds)” from the first paragraph.". How has this changed things, if at all?
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![[Post New]](/s/i/i.gif) 2012/09/09 11:45:48
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Decrepit Dakkanaut
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matphat wrote: AresX8 wrote:Any thoughts on this list I'm currently brainstorming?
KFF with 'eavy Armor - 90 points
Warphead Weirdboy - 85 points
10 Lootas - 150 points
10 Lootas - 150 points
10 Lootas - 150 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
20 Shoota Boyz, 2 Big Shootas, Nob PK BP 'eavy Armor - 175 points
Dakkajet with extra TL Supa Shoota and Fighta Ace - 130 points
Dakkajet with extra TL Supa Shoota and Fighta Ace - 130 points
Dakkajet with extra TL Supa Shoota and Fighta Ace - 130 points
3 Kannons with 6 extra Grots - 78 points
3 Kannons with 6 extra Grots - 78 points
3 Kannons with 6 extra Grots - 78 points
Aegis Defense Line - 50 points
1999 points
I've played that exact list, and it does well. Just be aware that any army with lots of plates are going to make you have a seriously bad day.
Oh yea, that would be some real brutal shooting phases for you. Just make sure, you spread those boyz to that 2 inch max and that alone can take the sting out of templates, specially when you can ignore 1/3 of the shots from the KFF. Thats probably one of the most important parts of playing a horde Ork force, stretch them out, because if you go lazy on it even once, you WILL pay for it Automatically Appended Next Post: Kharrak wrote:After playing last night, Trukks still work great. The main issue I'm having is against those damned AV12 fliers, as well as that accursed Fortress of Redemption. Still, I fluffed some important rolls, and learned again that I need more troops to hang back (ie, I'll be investing in some grots) - and my opponent accidently assumed GK and IG were battle brothers.
Not to mention my jaw dropping upon learning that the Stormraven (not just the Blood Angels one) can drop any unit even if it has moved more than 6".
That aside - I'm still unsure how Look Out Sir has changed (if at all) beyond certain things. I know the following:
*ONLY squad leaders can look out sir. Nob Squads by themselves can no longer Look Out Sir.
*Look Out Sir must be directed to the nearest model, preventing wound allocation shenanigans.
Beyond that, I see that this note: "Delete “(or unsaved Wounds)” from the first paragraph.". How has this changed things, if at all?
Yea we are going to struggle a bit until we get a new dex, or at least a WD with some vehicles in it. OR you can get yourself a flakktrukk or 3 as they are heavy support. They come with skyfire rule, so you could laugh at those fliers with a squadron of those. I started building one, but no one in our group has fliers yet....well they have them, but they arnt build so same result. Speaking of, I need to get off my rump and make some dag on DAKKAjets
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This message was edited 1 time. Last update was at 2012/09/09 11:48:46
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![[Post New]](/s/i/i.gif) 2012/09/09 13:19:03
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Mutilatin' Mad Dok
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KingCracker wrote:Yea we are going to struggle a bit until we get a new dex, or at least a WD with some vehicles in it. OR you can get yourself a flakktrukk or 3 as they are heavy support. They come with skyfire rule, so you could laugh at those fliers with a squadron of those. I started building one, but no one in our group has fliers yet....well they have them, but they arnt build so same result. Speaking of, I need to get off my rump and make some dag on DAKKAjets
Honestly, it was just their armour 12 that was the issue. I had two large-ish units of Lootas (who rolled poorly, unfortunately), and two Dakkajets - I wasn't lacking in anti-air - just didn't have high strength weapons to actually kill the flying metal tanky bastards. And dropping a unit of 5 termies with a flamer to roast my guys holding my back point was just rude.
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![[Post New]](/s/i/i.gif) 2012/09/09 14:55:50
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Screamin' Stormboy
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Is anybody gonna make an ork 6th edition tactica? Just asking.
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This message was edited 1 time. Last update was at 2012/09/09 14:56:15
Orks = 4500 pts
Space Wolves = 2000pts
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![[Post New]](/s/i/i.gif) 2012/09/09 16:48:02
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlewagon Driver with Charged Engine
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Kharrak wrote:
Not to mention my jaw dropping upon learning that the Stormraven (not just the Blood Angels one) can drop any unit even if it has moved more than 6".
Yeah, but I believe that they cannot assault as it counts as them DS.
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![[Post New]](/s/i/i.gif) 2012/09/09 17:04:58
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlefortress Driver with Krusha Wheel
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I talked to Voodoo and he gave me permission to dig in to the old Tactica and make a bunch of 6th Ed changes, but I haven't felt confident enough to start in on it yet.
I feel like the jury is still out based on the fact that the edition is still so new, and so much is changing with the addition of FAQs and new codices.
I'd be happy to get it started though, if people think it's ready for the overhaul.
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![[Post New]](/s/i/i.gif) 2012/09/09 17:43:29
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Decrepit Dakkanaut
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*looks at thread title, looks at comment*
Hmm, I dunno
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![[Post New]](/s/i/i.gif) 2012/09/09 18:49:45
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Mekboy on Kustom Deth Kopta
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ya this is pretty much the blueprint for a tactica.
Automatically Appended Next Post: DakkaHammer wrote:I am going to try putting Wazdakka and a couple bikes in a battlewagon. 7" + 12" + 2D6 means that a turn 1 combat is possible again! Of course they will probably die immediately afterwards, but still.
Unless is misunderstood.
So help me out, how are nob bikers allowed to ride in a battle wagon?
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This message was edited 1 time. Last update was at 2012/09/09 18:50:44
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![[Post New]](/s/i/i.gif) 2012/09/09 18:56:06
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Pyro Pilot of a Triach Stalker
New York
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They're very bulky, which means they can now go in transports, but take up more slots.
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![[Post New]](/s/i/i.gif) 2012/09/09 19:04:10
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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5th God of Chaos! (Ho-hum)
Curb stomping in the Eye of Terror!
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Dr. What wrote:They're very bulky, which means they can now go in transports, but take up more slots.
But they're not infantry... I thought only infantry were allowed in BW. ???
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Live Ork, Be Ork. or D'Ork!
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