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![[Post New]](/s/i/i.gif) 2012/10/02 01:54:05
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Dakka Veteran
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I'm considering dropping pk on Nob in at least half my units, and using those points towards more Big Gunz. I just feel that three kannons with st 8 ap 3 bs 3 can deal more hurt then Nobz with the pks in this edition.
Im even considering dropping all pk on my nobs for big gunz and more deff koptas for tank hunting.
Thoughts?
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![[Post New]](/s/i/i.gif) 2012/10/02 01:57:04
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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Its a sound thought TBH. The PK just seems to of lost its sting. Its to easy to either bait it, or kill it out right, so whats the point in having them?
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![[Post New]](/s/i/i.gif) 2012/10/02 02:12:16
Subject: 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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I think the Dakkajet may have been 'immobilized', meaning it couldn't turn?
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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) 2012/10/02 02:22:23
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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Anvildude wrote:I think the Dakkajet may have been 'immobilized', meaning it couldn't turn?
But you still be able to go 18".... right?
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Live Ork, Be Ork. or D'Ork!
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![[Post New]](/s/i/i.gif) 2012/10/02 02:43:07
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Heroic Senior Officer
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Can't the jet just go, you know, MORE than 18" and just fly past the other flyer?
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'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 |
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![[Post New]](/s/i/i.gif) 2012/10/02 03:33:23
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Calm Celestian
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A flyer that's stunned/immobolized cannot pivot and has to move the same speed as the previous turn. Meaning if you moved combat it needs to move combat. If it moved 36 you need to move 36.
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My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
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![[Post New]](/s/i/i.gif) 2012/10/02 03:44:19
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Regular Dakkanaut
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Stunned means you cannot turn and you cannot go more than 18 inches.
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![[Post New]](/s/i/i.gif) 2012/10/02 05:21:25
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Calm Celestian
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Not with flyers, I believe it's part of locked velocity but the brb is not on hand. Still if the flyer can't move 18" without landing on enemies it's gone.
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My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
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![[Post New]](/s/i/i.gif) 2012/10/02 06:19:52
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Regular Dakkanaut
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From the rules for crew stunned "The vehicle can only snap shots until the end of the next turn and cannot move unless it is a Zooming flyer. In which case it can only move 18" and cannot turn."
So if it moved 18 the previous turn you have 50/50 chance to kill it on a penetrating hit instead of one in six. On a 3 it is stunned and you kill it on a 5 its locked and you kill it and a 6 it is dead.
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![[Post New]](/s/i/i.gif) 2012/10/02 06:39:50
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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I guess the moral of the story is that if you're going to move 18", move 19" instead. At least that way you'd be velocity locked in cruising speed.
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![[Post New]](/s/i/i.gif) 2012/10/02 06:48:37
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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MrMoustaffa wrote: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
Just put one kannon in front, and leave the other in the back  If he shoots anti-tank he kills one and is then shooting gretchin. If he doesn't... well T7 W2 3+ doesn't exactly die fast.
Ailaros wrote:I guess the moral of the story is that if you're going to move 18", move 19" instead. At least that way you'd be velocity locked in cruising speed.
By the stealth edit on the recent BRB FAQ, you'd have to go 36" if you moved at cruising speed before.
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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) 2012/10/02 11:44:17
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Dakka Veteran
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KingCracker wrote:Its a sound thought TBH. The PK just seems to of lost its sting. Its to easy to either bait it, or kill it out right, so whats the point in having them?
That's what I'm seeing too. The nob gets challenged by the SM Sgt and either dies or goes to back and isn't used.-for 25 pts. I'm just gonna try running deffkoptas w/ tl rokkits to vehicle hunt and bikers to gun down hoarders. Ive even been fairly successful using bikes vs terminators.
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![[Post New]](/s/i/i.gif) 2012/10/02 13:15:58
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Sneaky Kommando
Pensacola, Fl
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I started a thread asking this very question, got only one response which is basically to keep the PK.
But I agree with y'all, PK nob just isn't worth the 25pts anymore
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This message was edited 1 time. Last update was at 2012/10/02 13:19:42
Thank You
Rejn (region) |
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![[Post New]](/s/i/i.gif) 2012/10/03 00:42:10
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Longtime Dakkanaut
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The nob does well enough in challenges. Obviously ideally you do not want them, and should try to avoid them.
Serg. only gets 3 attacks and you have 2 wounds. You have to count it as unlucky if you die, though losing one wound is easy enough and the klaw has only killed one model.
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![[Post New]](/s/i/i.gif) 2012/10/03 00:47:39
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Heroic Senior Officer
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The reason the one guy might not have gotten a lot of posts on his thread about nobs in boyz mobz is because I posted the same thing a few weeks ago http://www.dakkadakka.com/dakkaforum/posts/list/474623.page Maybe they were a bit burned out on it? No idea to be honest
There's a lot of good stuff in that thread, arguing for pretty much every set up you could imagine. I'd dig through it and find certain bitz, but right now I'm a bit tired. May do so later though.
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This message was edited 1 time. Last update was at 2012/10/03 00:48:27
'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 |
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![[Post New]](/s/i/i.gif) 2012/10/03 06:05:28
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Sneaky Kommando
Pensacola, Fl
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Thnx moustaffa
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Thank You
Rejn (region) |
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![[Post New]](/s/i/i.gif) 2012/10/03 08:44:17
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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MrMoustaffa wrote: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
dealing 2 real wounds to toughness t7 is easier said than done especially with 3+ armor and if you are smart cover saves. But yeah hypothedically it can happen. But then again whatever was firing at your kannons must be amazing and wasting its gunfire because simply put that could be wiping much scarier things for sure. Like I said I normally have my kannons in front until they actually start becoming damaged then i move the meatshields up to absorb shots while the gretching maning the gun never move.
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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) 2012/10/03 18:20:07
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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Here is a strange little list of mine that has been seeing a lot of success. Tabled my opponent (BA) on bottom of turn three last night. Outflank with the Boss attached to the Koptas, and then just push the other army off the table.
HQ:
Biker Boss w/ PK, Cybork
Big Mek w/ KFF, ‘eavy armor, cybork
Elite:
5 Lootas
5 Lootas
5 Lootas
Troops
20 Shoota Boyz w/ 1 Big Shootas + Nob w/ PK, BP, ‘Eavy armor
19 Shoota Boyz w/ 1 Big Shootas + Nob w/ PK, BP, ‘Eavy armor
12 Shoota Boyz + Trukk
Fast:
3x Deffkopta w/ TL Big Shootas
2 Wartrakk w/ RPJ, TL rokkits
2 Wartrakk w/ RPJ, TL rokkits
Heavy:
3x Lobbas w/ 4x Grots per gun
Battle Wagon w/ Deffrolla, RPJ, Riggers, 3x Big shootas
Battle Wagon w/ Deffrolla, RPJ, Riggers, 3x Big shootas
Fortifications:
Orky Defense Line
I honestly don't know why it's doing so well. It kind of breaks a lot of the rules you typically hear about Orks.
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![[Post New]](/s/i/i.gif) 2012/10/03 20:07:38
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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I have tried and tried again to make a shooty Ork list, but they never feel right.
I only ever feel comfortable with my trukks + boyz or wagons + boyz getting into assault ASAP.
Is anybody else like this?
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![[Post New]](/s/i/i.gif) 2012/10/03 20:43:33
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 was feeling like that for a while, but I have since embraced the shooty ork army whole heartedly. That doesn't mean I'm avoiding CC, but I am doing A LOT more shooting before committing myself to the charge.
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![[Post New]](/s/i/i.gif) 2012/10/03 21:09:44
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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matphat wrote:I was feeling like that for a while, but I have since embraced the shooty ork army whole heartedly. That doesn't mean I'm avoiding CC, but I am doing A LOT more shooting before committing myself to the charge.
It probably also has to do with the 80+ AoBR boyz that I haven't the slightest bit of motivation to convert...
Has anybody done a good slugga-shoota conversion that'd be willing to post pics?
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![[Post New]](/s/i/i.gif) 2012/10/04 00:18:48
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Heroic Senior Officer
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Dr. What wrote: matphat wrote:I was feeling like that for a while, but I have since embraced the shooty ork army whole heartedly. That doesn't mean I'm avoiding CC, but I am doing A LOT more shooting before committing myself to the charge.
It probably also has to do with the 80+ AoBR boyz that I haven't the slightest bit of motivation to convert...
Has anybody done a good slugga-shoota conversion that'd be willing to post pics?
I've heard all you really need to do is just saw the arms off and glue the shoota arms on. I don't have spare shoota boy arms yet, or else I would have already done so. Shouldn't be that hard to be honest.
As for the transition of orks from melee to shooty, I was an IG player first, so shooting comes naturally. It sucks because I chose this army ON PURPOSE for close combat ability and shooting potential, only to have assault pulled out from under my feet, but oh well, orkz aren't as shafted as some armies were (think about how DE feel) I'm lucky that my biker horde can still stomp some faces in as they all have fleet no matter what, can never be slowed down, T5, and get a free hammer of wrath, but they're probably the only units I have that I'll actually plan on being in combat at some point, and that's only after I've softened up what I want to charge, AND I'm charging in at least 2 or more groups of bikes to be sure at least one nob gets to swing with his klaw.
Also, Matphat, your list literally hurts my brain  You should post a batrep up using that list, I'd love to see how you're using it. I'm still learning orkz, so I'd love to see how you're using all these crazy units. The outflanking biker boss with deffkoptas in particular sounds like a lot of fun and I've been trying to figure out how to work it into my army at higher point levels. Also, what happened to the buzzsaw? Need the points elsewhere?
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'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 |
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![[Post New]](/s/i/i.gif) 2012/10/04 00:47:13
Subject: 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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You do NOT need to have Shoota arms for AoBR Slugga Shoota conversion. Just a bit of plasticard or metal tubing of the proper size (pen refils work, when the ink's out). Just extend the barrels a little. After all, it's not like a Shoota boy wouldn't have a nice Choppa, too.
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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) 2012/10/04 00:51:28
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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MrMoustaffa wrote:Dr. What wrote: matphat wrote:I was feeling like that for a while, but I have since embraced the shooty ork army whole heartedly. That doesn't mean I'm avoiding CC, but I am doing A LOT more shooting before committing myself to the charge.
It probably also has to do with the 80+ AoBR boyz that I haven't the slightest bit of motivation to convert...
Has anybody done a good slugga-shoota conversion that'd be willing to post pics?
I've heard all you really need to do is just saw the arms off and glue the shoota arms on. I don't have spare shoota boy arms yet, or else I would have already done so. Shouldn't be that hard to be honest.
As for the transition of orks from melee to shooty, I was an IG player first, so shooting comes naturally. It sucks because I chose this army ON PURPOSE for close combat ability and shooting potential, only to have assault pulled out from under my feet, but oh well, orkz aren't as shafted as some armies were (think about how DE feel) I'm lucky that my biker horde can still stomp some faces in as they all have fleet no matter what, can never be slowed down, T5, and get a free hammer of wrath, but they're probably the only units I have that I'll actually plan on being in combat at some point, and that's only after I've softened up what I want to charge, AND I'm charging in at least 2 or more groups of bikes to be sure at least one nob gets to swing with his klaw.
Also, Matphat, your list literally hurts my brain  You should post a batrep up using that list, I'd love to see how you're using it. I'm still learning orkz, so I'd love to see how you're using all these crazy units. The outflanking biker boss with deffkoptas in particular sounds like a lot of fun and I've been trying to figure out how to work it into my army at higher point levels. Also, what happened to the buzzsaw? Need the points elsewhere?
I suppose there's a predispostion that effects it too. People that played shooty armies before, tend to keep with them. Sadly, mine were Nids and a very poor CSM force.
I love my Ork biker army and I really should get them all painted...Heck, I feel like merging my bikes with my Trukks and getting MOAR SPEED! (Though I'd lose my precious deffkoptas and jet...)
Matphat, I agree, you should really post some batreps on that list!
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![[Post New]](/s/i/i.gif) 2012/10/04 01:01:05
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Longtime Dakkanaut
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Rather than create another thread about orks I'll just ask it here.
In a Green Tide- stick bombs yes or no. thats a lot of points with a green tide list if its 1pt per model. enough for another 30 boys.
Kannons- the box comes with one kannon and 2 grots but my codex says you can have more. the only thing is i cant find grots for the cannons. am i supposed to just use some grots from the grot boxes?
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![[Post New]](/s/i/i.gif) 2012/10/04 01:06:02
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Heroic Senior Officer
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wowsmash wrote:Rather than create another thread about orks I'll just ask it here.
In a Green Tide- stick bombs yes or no. thats a lot of points with a green tide list if its 1pt per model. enough for another 30 boys.
Kannons- the box comes with one kannon and 2 grots but my codex says you can have more. the only thing is i cant find grots for the cannons. am i supposed to just use some grots from the grot boxes?
1. Since we're always I2, and we don't get a bonus for furious charge anymore, I don't really see a need for them.
2. As for kannonz, I'd buy toy ones for far cheaper, and then just use the regular grotz boxes for krew. The only difference between the two is that grot artillery krew don't have any gear whatsoever, but I don't think most people will make a big deal out of it.
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'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 |
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![[Post New]](/s/i/i.gif) 2012/10/04 01:29:35
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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The stikkbombz bitz look so cool though. Unless I'm wrong, there are some models that get them for free, so at least you have a chance to model them.
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![[Post New]](/s/i/i.gif) 2012/10/04 01:32:06
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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Dr. What wrote: matphat wrote:I was feeling like that for a while, but I have since embraced the shooty ork army whole heartedly. That doesn't mean I'm avoiding CC, but I am doing A LOT more shooting before committing myself to the charge.
It probably also has to do with the 80+ AoBR boyz that I haven't the slightest bit of motivation to convert...
Has anybody done a good slugga-shoota conversion that'd be willing to post pics?
IG Grenade launchers. They are the perfect size for a shoota, and most IG players dont use them, so you can score a pile of them for cheap. Heres a pic of some WIP of boyz being batch painted.
Can you spot the converted shootas?
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![[Post New]](/s/i/i.gif) 2012/10/04 01:37:08
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Heroic Senior Officer
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I can see 8 at a first glance. 3rd row back, from the second guy to the left over to the 3rd from the right all have them.
4th row back pretty much all of them have them.
I'm sure you've got more hidden in there but I agree, I'm only able to spot them because I've got so many of the damn things
Most IG players will literally have so many they'll practically give them to you. Same goes for mortars and heavy bolters. They're basically paperweights for our codex, so you may want to try and score those while you're at it. Mortars would make awesome gun barrels for big shootas for example.
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'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 |
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![[Post New]](/s/i/i.gif) 2012/10/04 01:40:35
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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Wow, that's fantastic. Were I not a guard player, I'd have no clue.
They'd probably be invisible if you did a few things to explicitly ork them up (like putting one of the iconic air cooling jackets on the outside or some of the hilarious ork antiaircraft sights.
Guess I finally have something to do with my grenade launchers now...
Oh and flamers. I've seen skorcha weapons that use guard flamers that look phenominal and, likewise, it's not like your local guard player is going to have any of THOSE just lying around en masse.
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