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![[Post New]](/s/i/i.gif) 2012/10/05 23:44:44
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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@Pipealley- remember, I believe the SAG might count cover from the center of the template (if it doesn't, well PHPTTTTTT!)
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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) 2012/10/05 23:57:54
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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Has anybody tried Stikkbombs this edition?
I'm considering sticking that 1 point on each of my Nob leaders, so when I charge, the target will be a little softer than just what sluggas can do.
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![[Post New]](/s/i/i.gif) 2012/10/06 00:11:39
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Purged Thrall
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wowsmash wrote:Ok this is what I have so far. Looking for tips. Goin Green Tide. On a side note I'm starting to have nightmares about ork boys. That's a lot of models to clean a paint. My figures are sore from all the mold line trimming. <- is this normal. It's not that bad. Just assemble them all, then prime them, then paint on base colors (e.g. pants, skin, metals; ) this way you can have stuff that looks decent, but not have to worry about small details. Granted, you will want to go back and deal with those later, but this way you have a tabletop quality army. Also, do things in batches of 5-10. Anything more is a pain. Hide your grey models, and keep your painted ones out to remind you why you still want to paint. Also have something else to paint, like a unit from a different army. It helps break up the monotony.
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This message was edited 1 time. Last update was at 2012/10/06 00:11:59
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![[Post New]](/s/i/i.gif) 2012/10/06 00:15:05
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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Anvildude wrote:@Pipealley- remember, I believe the SAG might count cover from the center of the template (if it doesn't, well PHPTTTTTT!)
only barrage weapons do that
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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) 2012/10/06 18:39:03
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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well dang. Doesn't make much sense, really.
I kinda want to make new Templates for Blast and Large Blast weapons (that aren't barrage) that are like really short fat Flamer templates, to better represent the fact that those shots are directional.
Also, I always use Stikkbombs. Haven't gotten many games this edition, though.
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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) 2012/10/06 21:55:01
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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wowsmash wrote:Ok this is what I have so far. Looking for tips. Goin Green Tide.
1 warboss full kit heavy armor, cybork, twin link shoota, power claw
6 30 man boyz squads( 3 big shoots, nobs, power claws, boss poles, heavy armor) each mob
2 15 man lootas
? Good or bad? What needs work. I figured flood the field with boyz. 180 of them.
On a side note I'm starting to have nightmares about ork boys. That's a lot of models to clean a paint. My figures are sore from all the mold line trimming. <- is this normal.
I agree with the comment to split those 30 lootas into three 10 ork units. I keep feeling you need some kind of ranged shooting vs heavy armor, like big gunz, tankbustas, or something w/ tl rokkits.
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![[Post New]](/s/i/i.gif) 2012/10/06 23:11:03
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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So one of the guys in our group, has swapped from Nids to Dark Eldar, so tomorrow Ill probably play against DE for the first time ever. I THINK he said his army is either 1k or 1500. What should I look out for (as far as typical DE builds in that range) and some general dos and donts? Im not saying I want to beat his pants off or anything, but not getting my teeth kicked in would be nice as well
Also, its me, so I can field pretty much anything you guys toss up in the air
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![[Post New]](/s/i/i.gif) 2012/10/07 02:53:20
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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Depending on the army, they're actually pretty devestating in close combat. Watch out for Lillith Hesperax, as she can, almost by herself, take out an entire 30 Boy mob.
Other than that, don't expect your vehicles to last too long, be prepared to face, for all intents and purposes, KFF shielded Trukks with big guns, and remember that they're like explosive tissue paper- really dangerous if you let them do their thing all at once, but easy to shred into pretty, inneffectual sparkles.
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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) 2012/10/07 04:51:08
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Regular Dakkanaut
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KingCracker wrote:So one of the guys in our group, has swapped from Nids to Dark Eldar, so tomorrow Ill probably play against DE for the first time ever. I THINK he said his army is either 1k or 1500. What should I look out for (as far as typical DE builds in that range) and some general dos and donts? Im not saying I want to beat his pants off or anything, but not getting my teeth kicked in would be nice as well
Also, its me, so I can field pretty much anything you guys toss up in the air
Depends if he goes shooty or close combat or a mix.
I run a pretty shooty ork list and when dark eldar go shooty they will out shoot orks. If it's shooty there will be lots of vehicles that will eat your vehicles up pretty fast unless you luck out on KFF rolls. They can take allot of ap2 stuff as well so mega nobs on foot probably not good either. If he takes the fields on his vehicles to reduce your range by 6 it can really hurt you bad and you will need to close fast. If he fields something close to what I face on a regular basis expect almost everything being in a transport plus other vehicles but with low armor save one or two. For that you don't want say like one 15 man Loota squad if that is all the elites you are taking take 3 5 man or 2 10 man so you can split up those shots. Flamers will hurt em bad if you pop the transports but problem is reaching them. I think last game vs DE at 1750 there was 10 or more vehicles to pop and they were all faster than mine. Flash gits ignoring cover can hurt them as their vehicles get cover saves but not sure its worth the points. I would think about how many different targets I can shoot at in a single turn if facing DE and pop those transports first. Been facing them regularly at local tourneys and they are usually shooty in my area and can be a really rough game and they have made me make adjustments to my lists.
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![[Post New]](/s/i/i.gif) 2012/10/07 05:32:18
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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Dr. What wrote:Has anybody tried Stikkbombs this edition?
I'm considering sticking that 1 point on each of my Nob leaders, so when I charge, the target will be a little softer than just what sluggas can do.
stikkbombs=completely useless, not worth spending any points
and remember if anyone in a squad takes stikkbombs the entire unite MUST take the upgrade :/
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Thank You
Rejn (region) |
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![[Post New]](/s/i/i.gif) 2012/10/07 07:22:01
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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KingCracker wrote:tomorrow Ill probably play against DE for the first time ever.
From my brief time in ork threads, I get the distinct impression that people way hyperventilate when they see lootaz, and they're not ACTUALLY as good as all the hype.
That said, in this case, what you really, really want is lootaz. At 1000 points, you could easily see 6-8 AV10 open-topped skimmers. Lootaz will shred them. Check out this game to see what the guard analogue to lootaz (hydras) do to DE skimmer spam.
Of course, you're ork, though, not guard. That means that you can take them down with small arms. To throw 3HP off of an AV10 vehicle with a 5+ jink, you'd need 27 S4 hits, which means 82 shots. Put another way, just with the small arms fire from 2 20x shoota mobz, you're taking down a vehicle per turn. I think venoms only have 2 HP as well...
Then throw on big shoota spam, and you might not even NEED lootaz. What has been one of the most difficult armies for my footguard might just be brainlessly easy for orks. You do have to be careful, though, because they've got darklances and S6 spam, which means they're blowing up your vehicles as quickly as you're blowing up theirs, and they also have an ABSURD amount of splinter fire, both in the form of TL BS4 Ap5, and in the form of TL BS4 S6, so your opponent might well be shredding you as quickly as you shred them.
Other than lootaz, one of the things you may well want to consider is bikes. The dakkaguns of the bikes are going to make short work of DE vehicles, and once you blow them up, the guys inside are going to be easily krumped in close combat (unless they're wyches). And the best part is that you're fast enough to be able to catch those skimmers and power klaw them. You won't get any advantage from the +T, because all of their weapons are poisoned, but you'll still get the cover save, the speed, the close combat ability, and the guns.
Throw in wazdakka to make those bikes scoring, and that one special character alone is probably good for a DE skimmer every time he shoots, which given that he can do it while turboboosting means that they are NOT getting away from him.
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![[Post New]](/s/i/i.gif) 2012/10/07 08:16:37
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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KingCracker wrote:So one of the guys in our group, has swapped from Nids to Dark Eldar, so tomorrow Ill probably play against DE for the first time ever. I THINK he said his army is either 1k or 1500. What should I look out for (as far as typical DE builds in that range) and some general dos and donts? Im not saying I want to beat his pants off or anything, but not getting my teeth kicked in would be nice as well
Also, its me, so I can field pretty much anything you guys toss up in the air
Dakka is always your friend but you should go for volume cause any strength 5 and high is perfect to mess with their vehicles and troops regardless of size or quality. Lootas will do amazing for you, and an ageis defense line will also accomplish alot, KFF isn't a bad option but you will be playing defensively if you do that. I would suggest a few dakka jets and then big guns if you have nothing better for points lastly I'd stock pile boyz like no tommorrow
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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) 2012/10/07 15:33:34
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 wont take bikes, but I do rather enjoy koptas with TL Bigshootas(which is the DAKKAgun from a bike but with a 36inch range instead) So @1k I will probably have 60 shoota boyz, lootas (I ALWAYS go small an plentiful with them) and a DAKKAjet, and depending, a bikerboss w/5 koptas tagging along. Something like that anyways.
But again, I only know that he said he got either 1k or 1500pts of DE, so I just wanted a general jist of what I could be facing. I dont normally bring AV in my lists, so those lances Im not really worrying about. Automatically Appended Next Post: Well, sadly the DE guy just dropped off the face of the Earth apparently, so we just played a small game, and my DAKKAjet came in and owned the Landspeeder with the 2 missile launchers on the back, then next turn turned and gunned down an entire Scout unit. It was pretty badass
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This message was edited 1 time. Last update was at 2012/10/07 23:49:54
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![[Post New]](/s/i/i.gif) 2012/10/08 02:56:03
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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Also, has anybody else considered a "greener tide" by adding Typhus and 70 zombies (for 530 points in all) as a nasty FNP meathshield for da boyz?
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This message was edited 1 time. Last update was at 2012/10/08 03:24:22
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![[Post New]](/s/i/i.gif) 2012/10/08 03:48:55
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:
Also, has anybody else considered a "greener tide" by adding Typhus and 70 zombies (for 530 points in all) as a nasty FNP meathshield for da boyz?
If you mean Mad Doc Grotsnik and 70 zombie grots, then yes, yes I have...
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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) 2012/10/08 03:57:32
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:
Also, has anybody else considered a "greener tide" by adding Typhus and 70 zombies (for 530 points in all) as a nasty FNP meathshield for da boyz?
If you mean Mad Doc Grotsnik and 70 zombie grots, then yes, yes I have...
I like it!
I was thinking that my Orks would think: "Hey, they're green, let 'em fight too!"
Or Mega Armored Mek with a mad army of little robots...
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![[Post New]](/s/i/i.gif) 2012/10/08 13:28:54
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Growlin' Guntrukk Driver with Killacannon
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Yeah, only barrage weapons but it this past game, my opp kept placing his IC's at the front of the units for some reason so closest models were always the best for me to kill
Tried the SAG, meh as always except Apoc. So out it goes and KFF will be back next time.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2012/10/08 14:22:58
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Longtime Dakkanaut
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![[Post New]](/s/i/i.gif) 2012/10/08 16:19:22
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 dont think it's the idea of lootaz themselves that is scary. What's scary to people is the idea that if the ork player really hates you, he can bring 45 of the little boogers to a normal game
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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) 2012/10/08 17:23:02
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Purged Thrall
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Or 90. Could probably put almost all of them in battle wagons and spend the rest on grots for troops. You have 2 Big Meks, 4 min squads of grots, 6 squads of 15 lootas each in a Battlewagon with Deffrollas and RPJ for about 2300 pts. You could probably put in some anti flyers and bring it up to 2500 pts. That gives you between 90 and 270 STR7 shots a turn. Anyways, since I haven't dabbled in 6th too much, how would this 2000 pt list fare? 2000 pt list HQ: 2x Warbosses w/ PK + BS + BP = 190 pts Elites: 5x Lootas = 75 pts 5x Lootas = 75 pts 5x Lootas = 75 pts 15x Burnas = 225 pts Troops: 10x Gretchin w/ Runtherd = 40 pts 19x Boyz w/ Nob + PK + BP = 154 pts (w/ warboss in a wagon) 19x Boyz w/ Nob + PK + BP = 154 pts (w/ warboss in a wagon) 12x Boyz w/ Nob + PK + BP in a Trukk w/ RPJ + Grotriggers = 157 pts 12x Boyz w/ Nob + PK + BP in a Trukk w/ RPJ + Grotriggers = 157 pts (all boyz have choppas) Fast Attack: Dakka Jet w/ TL SS & RPJ = 125 pts Deffkopta w/ TL Rokkit = 45 pts Deffkopta w/ TL Rokkit = 45 pts Heavy support: Battlewagon w/ Deffrolla + RPJ + BS = 120 pts Battlewagon w/ Deffrolla + RPJ + BS = 120 pts Battlewagon w/ Deffrolla + RPJ + BS = 120 pts Anything glaringly wrong with it? I originally wanted a squad of nobz, but it seems that they have been nerfed. I'll probably swap out the warbosses for KFF meks eventually.
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This message was edited 1 time. Last update was at 2012/10/08 17:27:36
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![[Post New]](/s/i/i.gif) 2012/10/08 17:26:35
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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played a 500pt teaching game on saturday. My orks vs my daemons. My friend was playing orks.
SAG was hilarious, at one point he rolled a str 10 (6+4), followed by a precise shot on the scatter die, directly on top of my herald of khorne on bloodcrusher and then rolled a 1 to wound
Quick question on that... if a SAG hits and causes wounds do you take wounds from the front of the unit or from under the marker?
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![[Post New]](/s/i/i.gif) 2012/10/08 17:33:06
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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The SAG is NOT a barrage weapon, so the wounds come form the models closest to the shooting Mek. Just dont forget its an Ordinance weapon AND AP2, so against vehicles it can be a decent vehicle popper. Though personally, since its random STR, I only shoot at vehicles when there isnt any bodies to tag first
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![[Post New]](/s/i/i.gif) 2012/10/08 17:48:51
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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virx67 wrote:Or 90. Could probably put almost all of them in battle wagons and spend the rest on grots for troops.
You have 2 Big Meks, 4 min squads of grots, 6 squads of 15 lootas each in a Battlewagon with Deffrollas and RPJ for about 2300 pts. You could probably put in some anti flyers and bring it up to 2500 pts. That gives you between 90 and 270 STR7 shots a turn.
Anyways, since I haven't dabbled in 6th too much, how would this 2000 pt list fare?
2000 pt list
HQ:
2x Warbosses w/ PK + BS + BP = 190 pts
Elites:
5x Lootas = 75 pts
5x Lootas = 75 pts
5x Lootas = 75 pts
15x Burnas = 225 pts
Troops:
10x Gretchin w/ Runtherd = 40 pts
19x Boyz w/ Nob + PK + BP = 154 pts (w/ warboss in a wagon)
19x Boyz w/ Nob + PK + BP = 154 pts (w/ warboss in a wagon)
12x Boyz w/ Nob + PK + BP in a Trukk w/ RPJ + Grotriggers = 157 pts
12x Boyz w/ Nob + PK + BP in a Trukk w/ RPJ + Grotriggers = 157 pts
(all boyz have choppas)
Fast Attack:
Dakka Jet w/ TL SS & RPJ = 125 pts
Deffkopta w/ TL Rokkit = 45 pts
Deffkopta w/ TL Rokkit = 45 pts
Heavy support:
Battlewagon w/ Deffrolla + RPJ + BS = 120 pts
Battlewagon w/ Deffrolla + RPJ + BS = 120 pts
Battlewagon w/ Deffrolla + RPJ + BS = 120 pts
Anything glaringly wrong with it? I originally wanted a squad of nobz, but it seems that they have been nerfed. I'll probably swap out the warbosses for KFF meks eventually.
Is this 1 or 2 FOCS?
I see you have 4 elite slots but not bringing any more HQ/fast etc. wanted to make sure.
I like your list. could probably drop red paint on trukks to make room for other stuff, give those wagons riggers also, more important than riggers on trukks.
Nobs are still good. Nob bikers and mega nobs are particularly popular now, and quite effective. I haven't ran a squad of normal nobs since 6th myself.
The bikers being T5 now means they can eat lascannon shots, and now that >i1 power weapons (aside from dead mans hand etc) don't have an Ap2 rating those MANZ chew threw a lot... Last night my 6 manz and warboss ate a charge from 8 DC + reclusiarch. i challenge, he backs down. he scores 20 wounds on charge and i roll horrible and fail 6 saves. Losing 3 bases of manz... I had bad luck striking back and only killed 5 DC... Once it rolled around to assault phase of my turn he put on another 2 wounds and I put on 6 wiping the squad... Having a mix of the bikes and manz can prove to be benefitial as you can throw a bunch of 2+ armor at the power sword wielding guys, and let the nob bikers dine on the TH/ SS terminators
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![[Post New]](/s/i/i.gif) 2012/10/08 19:14:09
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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I believe its just 1 FOC. he listed the 2 warbosses twice, the 2nd time being the unit they are joining which is why its a 19 squad in a wagon Automatically Appended Next Post: oops ignore that.... 4 elites not 4 hq
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This message was edited 1 time. Last update was at 2012/10/08 19:16:52
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![[Post New]](/s/i/i.gif) 2012/10/09 01:38:14
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Purged Thrall
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its two foc since its got 2 HQs and four troops. i'll look into the changes for the vehicles. I have burnas b/c I like them, and the 3 squads of lootas should provide rhino popping, the dakkajet for flier benefits, and the deffkoptas for alpha strike purposes.
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![[Post New]](/s/i/i.gif) 2012/10/09 08:38:29
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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If you're fielding two FOC there really is no reason to pick trukk boyz over a fourth battlewagon with boyz. Better target saturation, larger mob, more deff rollas.
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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) 2012/10/09 18:27:42
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Growlin' Guntrukk Driver with Killacannon
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KingCracker wrote:The SAG is NOT a barrage weapon, so the wounds come form the models closest to the shooting Mek. Just dont forget its an Ordinance weapon AND AP2, so against vehicles it can be a decent vehicle popper. Though personally, since its random STR, I only shoot at vehicles when there isnt any bodies to tag first
I could see them changing this in the next codex with a special rule for the SAG, being that it opens a tunnel with the opening at the CENTER of the large blast template. That and the fact it's fired by a Character?
LBT AP 2 sniping weapon. Is that too much to ask for?
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2012/10/09 19:36:31
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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No thats not too much to ask for but then they will likely make it a one use only item
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![[Post New]](/s/i/i.gif) 2012/10/09 20:11:22
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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No it wouldnt ever become a 1 use weapon. But I agree, wounds taken from the center would be fantastic
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![[Post New]](/s/i/i.gif) 2012/10/09 21:29:14
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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Is it too much? Probably not with BS2. I pray that Kelly writes the book again (though I'm not a Ward hater).
I also hope for Big Choppas to get rending or concussive.
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