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2012/09/29 20:21:23
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Clang wrote: Do we know anything about the "flying fortress" other than its name?
- it might be just a bigger version of the ork bommer, borrowing its name from the real-world WW2 heavy bomber
- or something much orkier, e.g. some kind of flying/hovering battlewagon?
My guess is probably this thing from Space Marine the video game it appears around 9:40
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
2012/09/29 20:52:08
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
This message was edited 1 time. Last update was at 2012/09/29 22:27:03
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
2012/09/30 00:30:04
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Well considering an Ork BattleFortress is basically, a really big and badass Battlewagon, Id imagine the flier in question would be done in similar fashion. But like the Battle Fortress, I bet its probably APOC only
2012/09/30 05:35:23
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
I really hope they let us use Rokks. Easiest model to proxy ever.
Sides, we need some good ol Orky drop pods anyways
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
2012/09/30 08:58:07
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
The spaceship in the video if from the GW apocalypse rule book, the MinePig, made from a lemonade bottle and a bunch of scrap (about the last time there was a mention by GW that you could make models out of non-GW stuff).
I'm using the C17 model by Chad Valley (from argos around £12) as a good basis for an Ork Bommer from IA8.. I'm still converting it up with more shootas n turrets but it looked great in the last game of Apoc (painted red with big yellow flames across it).
I'm quite excited by the list of possible releases that were rumoured, in fact any Ork release gets me going!
...
As for the Loota Wagon VS Dakkajet.. My last game saw my shoota battlewagon with 'ard case get blown up with the first shot fired (lucky it was but still) while my Dakkajets were a nightmare for my opponent all the way through the game!
Ork's ROK - follow the link. (do it, you won't regret it).
I'd have to say do what orks do best, spam! If your gonna have 3 BWs and a possible fourth, try the fourth first. Then might as well try the dakka jets later. A whole lot of sampling going on now!
Automatically Appended Next Post: In other news, teleporting nobz sounds like fun
This message was edited 1 time. Last update was at 2012/09/30 15:57:17
Thank You
Rejn (region)
2012/09/30 17:02:13
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
I think GW's given up on trying to convince Ork player to go "Full GW", so they're just making sure (because we're probably the largest Xeno group out there) that the Ork models are cool enough that we're willing to buy them.
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!
2012/10/01 00:59:34
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
So, just want to make sure I was playing the big gunz right, because they seem a little insane.
Basically, you can shoot at the artillery all you want, but all it's crew will count as T7 correct? However, they do not use the gun's armor save, so the grots are T7 with no armor save, even when I line up 8 in front of the guns?
Because if I was playing that right, holy crap are those things tough. I was up against IG AND Tau, and they just could not kill them. I mean, the amount of hits they can take is ridiculous, and cover saves are rediculously easy to get as well. The only real "weakness" as far as I can tell is that they cannot snap fire, and so cannot fire overwatch or shoot at flyers. Otherwise, they are some of the most durable shooting you can get for their points, especially in low pts games like 1000pts or so.
Was I playing this right? Because I"m going to feel like a real jerk if I wasnt
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
2012/10/01 01:09:21
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
MrMoustaffa wrote: So, just want to make sure I was playing the big gunz right, because they seem a little insane.
Basically, you can shoot at the artillery all you want, but all it's crew will count as T7 correct? However, they do not use the gun's armor save, so the grots are T7 with no armor save, even when I line up 8 in front of the guns?
Because if I was playing that right, holy crap are those things tough. I was up against IG AND Tau, and they just could not kill them. I mean, the amount of hits they can take is ridiculous, and cover saves are rediculously easy to get as well. The only real "weakness" as far as I can tell is that they cannot snap fire, and so cannot fire overwatch or shoot at flyers. Otherwise, they are some of the most durable shooting you can get for their points, especially in low pts games like 1000pts or so.
Was I playing this right? Because I"m going to feel like a real jerk if I wasnt
nah you are playing it right beleive it or not, You can make the kannons the front of the unit so they can make saves of 3+, when they have wounds you can move the back up gretch up front to soak the hits since the ones not manning the gun are fine to move long as they are in coherency and the firing model isn't the one moving. Never actually found any rules which said artillery cannot be used on overwatch or shoot at flyers though...
They are hellishly durable until assault anyway then they go to base profiles and the guns are ignored.
keep in mind the frag shot can't be fired at flyers or on overwatch cause templates and blasts can do that. But the solid shot works.
This message was edited 1 time. Last update was at 2012/10/01 01:10:04
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
2012/10/01 01:15:42
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
MrMoustaffa wrote:Come on, you know any proppa ork player worth his teef wants to field a giant army of Orks riding dinosaurs with kannons strapped to their backs.
I mean, how could you NOT want to field that?
Not fast enough.
I see this, and I think slow and cumbersome. No matter how much dakka it has, it's just not going to be fast enough. If only there were some way to -
There we go! Throw a couple of dakkajet engines on there and THEN you've got a propa krumpin machine.
@Big Mek Wurzogg, the reason why I say they can't snap fire at all is because it specifically says in the rulebook under the artillery rules that they cannot do so. Since they can't snap fire, they can't hit flyers, and they can't do overwatch.
That said though, they are still definitely worth it, no question about it.
@Ailaros, that's the most beautiful thing I've ever seen...
This message was edited 1 time. Last update was at 2012/10/01 01:23:16
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
2012/10/01 06:51:29
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
MrMoustaffa wrote: @Big Mek Wurzogg, the reason why I say they can't snap fire at all is because it specifically says in the rulebook under the artillery rules that they cannot do so. Since they can't snap fire, they can't hit flyers, and they can't do overwatch.
That said though, they are still definitely worth it, no question about it.
@Ailaros, that's the most beautiful thing I've ever seen...
wow how did i miss that!? weird oh well
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
2012/10/01 07:49:41
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
To be fair, I don't think hardly anyone knew that. I only found out by accident. And it's not exactly a big problem as far as I can tell. We have better things to shoot at flyers with, and if you're doing overwatch, the guns are already dead.
One question i've got though is just how aggressive are people being with them? I'd imagine you need to get them almost right up against your deployment edge for them to be effective correct?
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
2012/10/01 08:14:19
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Considering that I get to place half the terrain on the board, I usually put a huge ruin right on the edge of my deployment area and put them there, if I deploy second, I sometimes even put them out in the open across from something I want to shoot down ASAP, like a manticore. You'd be surprised how well 3+ armor on those kannons does.
Being on the upper level of a ruin also works great to keep assault units busy. After all, they have to get out of the ruin again after they have wiped out your 60 points of gretchin.
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.
2012/10/01 11:32:47
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Used my DAKKAjet in a match last night. I forgot on turn 2 to roll for it (teaches me to keep it on a table behind me) turn 3 it comes in at a real steep angle, and shoots a Harpy out of the sky like nobodies business, and then I move it into reserves next turn. My plan was, I would come back next turn and pulverize some gants, but my opponent conceded before that happened. So it did awesome in the fact that I shot at the Harpy with a x20 boyz mob AND x7 lootas to no effect. I hit it a couple times that was it. I think Im going to be in love with the Jets
2012/10/01 12:22:13
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Yea KC, I was skeptical before I used them, then kept forgetting they are TL... But considering I forget most tl rerolls I love the potential they bring(if I can remember to waaagh for double shots, reroll all my tl shots...)
Thank You
Rejn (region)
2012/10/01 13:10:51
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
6th seems to have me pumping up on bigshootas and anything thats TL. So much so, I wish our big gunz crews could take something that had a lot of shots, like a hopped up assault cannon or similar. Shooting is my bread and butter anymore
2012/10/01 16:08:08
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
but if you put the kannon at the front, wouldnt that mean it takes wounds first, which means that if the enemy shoots any antitank weapons at it they can kill it quickly?
I bought 5 extra grot krew for my kannons so I had 8 T7 meatshields to catch wounds before anything would even hit the kannon. Worked great for me. Is sticking the gun up there with the risk really worth the +3 armor save
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
2012/10/01 17:52:42
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
MrMoustaffa wrote: So, just want to make sure I was playing the big gunz right, because they seem a little insane.
Basically, you can shoot at the artillery all you want, but all it's crew will count as T7 correct? However, they do not use the gun's armor save, so the grots are T7 with no armor save, even when I line up 8 in front of the guns?
Because if I was playing that right, holy crap are those things tough. I was up against IG AND Tau, and they just could not kill them. I mean, the amount of hits they can take is ridiculous, and cover saves are rediculously easy to get as well. The only real "weakness" as far as I can tell is that they cannot snap fire, and so cannot fire overwatch or shoot at flyers. Otherwise, they are some of the most durable shooting you can get for their points, especially in low pts games like 1000pts or so.
Was I playing this right? Because I"m going to feel like a real jerk if I wasnt
Nah they are just that tuff.
A very safe killpoint imo, they are low priority + hard to kill, almost never in one turn. So opponent will not be tempted to attack them. If it's the heavy support can hold objectives gametype, I just leave them alove even if in the open. Only thing that ever killed my big guns was a tryrannofex or whatever flying-demon-prince-like bug that was. Group of worriers got stuck in on my other cannons & didn't kill em in 3 turns till game ended (I lost horribly regardless). Grots actually got a wound on one hehe.
oooh and I read I can even give them a cover save now? But I always put half the crew in front bc I don't want to loose the cannon.
This message was edited 1 time. Last update was at 2012/10/01 17:54:18
2012/10/01 19:38:50
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
So learned something last tourney on fliers if you are going to shoot at one place a model 18 inches away and right in front of it. If you get a crew stunned result it can't go more than 18 and will crash if it goes less and is destroyed if its base is within 1 inch of an opponents model. Lost my dakka jet the turn it came in that way =(
2012/10/01 20:23:15
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
pepe5454 wrote: So learned something last tourney on fliers if you are going to shoot at one place a model 18 inches away and right in front of it. If you get a crew stunned result it can't go more than 18 and will crash if it goes less and is destroyed if its base is within 1 inch of an opponents model. Lost my dakka jet the turn it came in that way =(
But can't you pivot the dakkajet at the start of its turn before it has to go 18 inches? I thought it was like "begin turn. Point Dakkajet in direction you want. Go straight 18"."
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
2012/10/01 21:39:18
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
pepe5454 wrote: So learned something last tourney on fliers if you are going to shoot at one place a model 18 inches away and right in front of it. If you get a crew stunned result it can't go more than 18 and will crash if it goes less and is destroyed if its base is within 1 inch of an opponents model. Lost my dakka jet the turn it came in that way =(
But can't you pivot the dakkajet at the start of its turn before it has to go 18 inches? I thought it was like "begin turn. Point Dakkajet in direction you want. Go straight 18"."
Im having trouble understanding what pepe is getting at. But yes Lootaboy, your correct. You pivot on the spot upto 90 degrees and then go in a strait line from there. Im not seeing how you could possibly lose a DAKKAjet as it arrives from reserves like Pepe is saying. Can someone explain that to me? Or am I just not reading what he is saying?