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![[Post New]](/s/i/i.gif) 2012/10/10 01:41:02
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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Or at the LEAST, get AP5 or the old "Choppa" rule.
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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) 2012/10/10 05:02:14
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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Or Ap4 like the new chainaxes. Now that close combat weapons have something between Ap- and Ap2, who knows what's going to happen?
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![[Post New]](/s/i/i.gif) 2012/10/10 07:48:28
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Frenzied Berserker Terminator
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I made a thread about this, but it isn't getting any replies so:
How good is an Ork biker army in 6th? Has it gotten better/worst, how easily playable is it? What is a rough list that I should have for 1.5-2.5k army?
What I was thinking:
Wazdakka, to make bikes troops (awesomely converted obviously)
A bikerboss w/ PK to go with a biker nob unit (or if biker nobs/biker boss aren't very good then something else)
If nob bikers are good, a 5-10 man unit with atleast 3-4 PKs and rest big choppas+a painboy.
Atleast 2 maxxed out units of biker boys with PK nobs.
Some tankbustas because they are a good support unit and are fluffy for my army (im doing Death Skullz.)
But what else? Bear in mind I'd rather keep the amount of vehicles (e.g battlewagons, looted wagons or trukks) to a minimum.
Thanks in advance!
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Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
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![[Post New]](/s/i/i.gif) 2012/10/10 07:53:05
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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Yeah, after the initial 6th-hype the ork community seems to be falling asleep. Many people aren't that fond of the new dakka-orks, and even I find myself preferring doing something else over playing 40k right now. Winning games without a single assault feels wrong - and boring.
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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) 2012/10/10 09:53:59
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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Jidmah wrote:Yeah, after the initial 6th-hype the ork community seems to be falling asleep. Many people aren't that fond of the new dakka-orks, and even I find myself preferring doing something else over playing 40k right now. Winning games without a single assault feels wrong - and boring.
I agree. After playing foot guard for so long, coming to orks after 6th and finding my games suddenly playing very similarly was dissappointing. It's why i decided to do the biker army, as that army seems to get around the limitations on assault fairly well. If I had been planning on green tide though, or had committed to it more, i would be very angry.
Nob bikers especially are very killy and can krump just about anything. I've heard you only really need 2 klaws, 2 big choppas, and then the painboy, waaagh banna, bosspoles, etc. I'm about to start using them soon as I'm finally getting some more bikes soon.
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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) 2012/10/10 10:40:19
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Smokin' Skorcha Driver
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Jidmah wrote:Yeah, after the initial 6th-hype the ork community seems to be falling asleep. Many people aren't that fond of the new dakka-orks, and even I find myself preferring doing something else over playing 40k right now. Winning games without a single assault feels wrong - and boring.
To me it was actually just the change to the new edition completely destroying the list I was building. I was building a Kan wall and after spending almost a year trying to get all the models I needed to start playing at 1500pts comes 6th edition and pretty much makes the list useless. The Kans remain in parts, partially painted and with no will to continue and finishing their assembly. Have changed to BA which I can build a 2000pts list with less models than the 750pts of orks I have at the moment.
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![[Post New]](/s/i/i.gif) 2012/10/10 11:14:29
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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Dr. What wrote: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.
amen brother, amen... this would solve so many problems with that.... I've been saying that giving orks power mauls and the like would be amazing to event us out. When our Codex comes i fear for the enemy because i think meganobz will be rising to the foreground of battle.
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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) 2012/10/10 11:49:07
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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Bacms wrote: Jidmah wrote:Yeah, after the initial 6th-hype the ork community seems to be falling asleep. Many people aren't that fond of the new dakka-orks, and even I find myself preferring doing something else over playing 40k right now. Winning games without a single assault feels wrong - and boring.
To me it was actually just the change to the new edition completely destroying the list I was building. I was building a Kan wall and after spending almost a year trying to get all the models I needed to start playing at 1500pts comes 6th edition and pretty much makes the list useless. The Kans remain in parts, partially painted and with no will to continue and finishing their assembly. Have changed to BA which I can build a 2000pts list with less models than the 750pts of orks I have at the moment.
Like the weather in MN, if you wait long enough it will change. Buy any spare Kanz people might be selling for cheap now, what goes around so on and so forth but yeah, my Kanz were almost done as well.
Better to take a break and then get back in latter than get frustrated and sell your armies. We just don't play Orks, we are Ork Players, which means always sticking it out.
Like I've said before, I'll probably never take 1st in a tournament, but can you imagine a world in which Orks aren present at a Tournie?
Horrifying!!!
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2012/10/10 12:05:25
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Yellin' Yoof
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You Boyz are making all the orks blue, do not give up. Kans with Grotzookas, it's the way to go. Do not lose faith, the grotzooka is a remarkable way to deal with terminator lists and does decently well against other infantry.
I will admit I'm working on looting many bikes for a list I'm going to call bike week, but thats because it sounds fun and flavorful.
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I love me a good Kan Kan Dance |
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![[Post New]](/s/i/i.gif) 2012/10/10 12:25:29
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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Also, with double FoC, you can now have MOAR WALKERS than ever before! 4 DeffDredds, 18 Killa Kanz! (and the 4 Big Meks) Terrifying wall of klanking death marching towards you, and absolutely OKAY in some missions, where HS counts as Scoring!
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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) 2012/10/10 15:38:28
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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4 deffdread 18 kans.... tabled on turn 2 by necrons.
ok maybe not THAT bad but....
I will be happy to see the new ork dex, IF by some random aligning of the universe we get ap4 choppas I will regret having converted my slugga boyz to shoota boyz.
Automatically Appended Next Post: Or rending choppas
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This message was edited 1 time. Last update was at 2012/10/10 15:48:27
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![[Post New]](/s/i/i.gif) 2012/10/10 16:42:03
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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MrMoustaffa wrote:It's why i decided to do the biker army, as that army seems to get around the limitations on assault fairly well. If I had been planning on green tide though, or had committed to it more, i would be very angry.
And this is key. Foot guard could be very choppy in 5th ed, but once 6th ed rolled around and killed power blobs, well... there wasn't anything else that they could do to be choppy as basically the entire rest of the codex is more or less gunline.
Foot orks could be very choppy in 5th ed, and now that 6th ed killed the slugga horde, well... they have MANZ IN CANZ, and bike mobz and deffkoptaz, and trukk spam.
If you want a choppy horde in 6th, until new codices come out, you're screwed. If what's important is choppin', though, orks can still do it, just not in the same way as before.
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![[Post New]](/s/i/i.gif) 2012/10/10 17:59:31
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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I'm on the fence then. I have a tone of boys that I'm the process of trimming mold lines and assembling. Not sure if I should go ahead and make shoota boys or make slugga boys and just hang in there tell the new dex comes out.
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![[Post New]](/s/i/i.gif) 2012/10/10 18:37:39
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Smokin' Skorcha Driver
Tucson, Arizona
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wowsmash wrote:I'm on the fence then. I have a tone of boys that I'm the process of trimming mold lines and assembling. Not sure if I should go ahead and make shoota boys or make slugga boys and just hang in there tell the new dex comes out.
In the current edition I would highly suggest that you make them shoota boyz. I dont think we're going to see a new Codex till maybe the end of 2013 if we're lucky and even then its a 50/50 shot on whether or not slugga/choppa boyz will be better. By then you can have a nice little collection of assembled/painted boyz.
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-5000 Pts. of Orks
-1750 Pts. of Ravenwing |
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![[Post New]](/s/i/i.gif) 2012/10/10 18:43:43
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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wowsmash wrote:I'm on the fence then. I have a tone of boys that I'm the process of trimming mold lines and assembling. Not sure if I should go ahead and make shoota boys or make slugga boys and just hang in there tell the new dex comes out.
Well, if what you want is boyz that do choppin, then make them sluggas. It's better to go with what you love and find a way to make it work than to go with something better that you just plain old don't like as much.
In the case of sluggas, you're not going to be able to green tide with them anymore, but they can still ride in trukks and battlewagons. A list that starts with a warboss and some MANZ in a battlewagon, along with three more battlewagons full of sluggas is still going to be a good start to an ork list.
Plus, if you wind up disliking shootas so much that you stop playing until the new ork codex comes out, you're going to kick yourself later when you've got to convert them all back to sluggas later. 40k minis are a durable good. If you really, really can't make sluggas work right now, you can always shelve them and then take them back out when they become usable again.
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![[Post New]](/s/i/i.gif) 2012/10/10 20:33:26
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Smokin' Skorcha Driver
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Ailaros wrote:MrMoustaffa wrote:It's why i decided to do the biker army, as that army seems to get around the limitations on assault fairly well. If I had been planning on green tide though, or had committed to it more, i would be very angry.
And this is key. Foot guard could be very choppy in 5th ed, but once 6th ed rolled around and killed power blobs, well... there wasn't anything else that they could do to be choppy as basically the entire rest of the codex is more or less gunline.
Foot orks could be very choppy in 5th ed, and now that 6th ed killed the slugga horde, well... they have MANZ IN CANZ, and bike mobz and deffkoptaz, and trukk spam.
If you want a choppy horde in 6th, until new codices come out, you're screwed. If what's important is choppin', though, orks can still do it, just not in the same way as before.
Gotta admit I came out of retirement in the hopes that 6th would help Orks, but it doesn't look that way. I switched to Orks from IG because gunline is (and will always be) boring to me. Seems like that's what 6th edition was aiming for.
Guess ill have to put my Orks back on the shelf, and go back to Warmachine.
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![[Post New]](/s/i/i.gif) 2012/10/10 21:07:45
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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Now THAT would make Bigchoppas mean.
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![[Post New]](/s/i/i.gif) 2012/10/10 23:10:45
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Smokin' Skorcha Driver
Tucson, Arizona
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mrfantastical wrote: Ailaros wrote:MrMoustaffa wrote:It's why i decided to do the biker army, as that army seems to get around the limitations on assault fairly well. If I had been planning on green tide though, or had committed to it more, i would be very angry.
And this is key. Foot guard could be very choppy in 5th ed, but once 6th ed rolled around and killed power blobs, well... there wasn't anything else that they could do to be choppy as basically the entire rest of the codex is more or less gunline.
Foot orks could be very choppy in 5th ed, and now that 6th ed killed the slugga horde, well... they have MANZ IN CANZ, and bike mobz and deffkoptaz, and trukk spam.
If you want a choppy horde in 6th, until new codices come out, you're screwed. If what's important is choppin', though, orks can still do it, just not in the same way as before.
Gotta admit I came out of retirement in the hopes that 6th would help Orks, but it doesn't look that way. I switched to Orks from IG because gunline is (and will always be) boring to me. Seems like that's what 6th edition was aiming for.
Guess ill have to put my Orks back on the shelf, and go back to Warmachine.
I think Orks did in fact get help from 6th edition just not in the traditional way that Ork players are used to playing. Massed shooting is where its at right now as Overwatch is amazing with Orks due to their gross number of shots. It's rare for me to assault anything because I usually want to shoot them and then Overwatch them while maybe taking a few casualties during their shooting phase. If they do decide to assault me between Overwatch and a good base number of attacks I should be able to win a lot of combats. The only static shooting I really use in my army are lootas becasue everything else like boyz/warbikers/dakkajets are always on the move. I've been having a great time with the new changes but I guess it's really not for everyone.
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-5000 Pts. of Orks
-1750 Pts. of Ravenwing |
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![[Post New]](/s/i/i.gif) 2012/10/10 23:25:52
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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This is now the new Orkficial term for Deffwing.
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This message was edited 1 time. Last update was at 2012/10/10 23:26:13
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) 2012/10/10 23:27:20
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 think Orks did in fact get help from 6th edition just not in the traditional way that Ork players are used to playing. Massed shooting is where its at right now as Overwatch is amazing with Orks due to their gross number of shots. It's rare for me to assault anything because I usually want to shoot them and then Overwatch them while maybe taking a few casualties during their shooting phase. If they do decide to assault me between Overwatch and a good base number of attacks I should be able to win a lot of combats. The only static shooting I really use in my army are lootas becasue everything else like boyz/warbikers/dakkajets are always on the move. I've been having a great time with the new changes but I guess it's really not for everyone. This is exactly how I feel about it. I love the change, but then again, Ive been playing shooty Orks for awhile now, so the fact that my builds are even better then before, makes me a happy Ork
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This message was edited 1 time. Last update was at 2012/10/10 23:34:20
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![[Post New]](/s/i/i.gif) 2012/10/10 23:30:20
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'm currently working on an IG allied contingent for my Trukk Rush:
to go with:
Thoughts?
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![[Post New]](/s/i/i.gif) 2012/10/10 23:35:18
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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Looted wagons are generally frowned upon, but its an Ork parking lot from the looks of it. I could see that being effective. Make sure you double up on assaults though taking trukks, youll want 2 trukks assaulting the same unit ideally
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![[Post New]](/s/i/i.gif) 2012/10/11 01:48:47
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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Anvildude wrote:Ailaros wrote:MANZ IN CANZ
This is now the new Orkficial term for Deffwing.
Well, to be fair, I was talking about mega-armored nobz in battlewagons. Then again, I don't know who does foot nobz.
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![[Post New]](/s/i/i.gif) 2012/10/11 02:25:14
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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Actually, that's pretty much what Deffwing is: the Battlewagons are 'stand ins' for the Land Raiders that Deathwing (and other 'wings) can take and use.
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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) 2012/10/11 03:33:36
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Dakka Veteran
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MrMoustaffa wrote: Jidmah wrote:Yeah, after the initial 6th-hype the ork community seems to be falling asleep. Many people aren't that fond of the new dakka-orks, and even I find myself preferring doing something else over playing 40k right now. Winning games without a single assault feels wrong - and boring.
I agree. After playing foot guard for so long, coming to orks after 6th and finding my games suddenly playing very similarly was dissappointing. It's why i decided to do the biker army, as that army seems to get around the limitations on assault fairly well. If I had been planning on green tide though, or had committed to it more, i would be very angry. Nob bikers especially are very killy and can krump just about anything. I've heard you only really need 2 klaws, 2 big choppas, and then the painboy, waaagh banna, bosspoles, etc. I'm about to start using them soon as I'm finally getting some more bikes soon. Im curious to see how biker armies turn out, cause you'd think they're gonna have similar assault problems as reg boyz. My typical list fields two units of bikes but I rarely assault with them I prefer to use them as fast, shooting squads (no nobz or any gubbins). Is the +1 toughness really overcoming the low Initiative in assaults? Don't they get overwatched and have to roll dangerous terrain tests a lot of times? Those nob bikers are I3, is it worth using the PK and losing the chance to strike at same time as marines? I'm not being a wise guy, I'm just asking experiences of other folks using them in this edition.
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This message was edited 1 time. Last update was at 2012/10/11 03:35:33
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![[Post New]](/s/i/i.gif) 2012/10/11 04:02:34
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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Not going to lie guys, I run a green tide list, and its still pretty mean.
4x 30 Sluggas
-Nob, PK, BP
2x 30 Shootas
-Nob, PK, BP
22 Lootas
2 Dakka Jets
The Green Tide is still as overwhelming as ever. Yes its a little tougher with over watch and the fact that you remove casualties from the front lines, however, over watch isn't THAT awesome. 180 Boyz is still pretty damn scary and I have a pretty awesome time wrecking people... Dont give up on the Green Tide just because its not AS scary as it once was... its still brutal.
Automatically Appended Next Post: Oh... Toss in my KFF Mech for good measure =)
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This message was edited 1 time. Last update was at 2012/10/11 04:10:31
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![[Post New]](/s/i/i.gif) 2012/10/11 04:36:29
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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Well the thing with bikes is that they have "fleet" built in, have a 12" move, and have hammer of wrath, twin linked dakka guns, and slugga/choppa for the extra attack. If you assume the warbikers get the charge, the average boy gets...
*3 strength 5 shots at ap 5. Roughly half will hit. Usually good to ding a guy or 2 on their own.
* a free S 3 attack at I 10. Not huge, but it's a free attack, and against small, high I units that rely on speed instead of toughness, it can be handy.
*4 strength 4 attacks.
On that turn with the charge, theyre putting out a ton of damage per bike, and have higher T and saves to keep them alive. Yes you have to pay for it, but I'd say its worth it.
Thats PER bike, and thats ignoring the nob. If anything in our dex can deal damage in assault, I think it'd be warbikers. However, i would still shoot up any unit I wanted to assault just to be safe, and save the risky charges for last minute objective grabs or something. All in all though, warbikers are awesome as far as I see it. They're a very orky unit.
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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) 2012/10/11 05:17:39
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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But what do you do about the new helldrake? Dakkaguns don't work against it because of AV12, and klaws don't work against it because you can't assault fliers. Even lootas are going to struggle here, as it's still hitting on 6's, and it's still AV12. Meanwhile, they will destroy anything orky (including lootas), and seem basically designed to stop ork bike lists in their tracks, what with their S6 Ap3 ignores cover positioning flamer template of doom.
I mean, AV12 fliers are the most powerful thing in the game at the moment generally speaking, and we just got another one thrown at us. Seems like it would be tough, especially for a bike list.
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![[Post New]](/s/i/i.gif) 2012/10/11 05:41:41
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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I think if your rocking a bike list, you need to be bringing at least 2 Dakka Jets. Their only 135 Points full upgraded, and you can fly around targeting rear armor, or tossing down a fair amount of volume on your waaaggghhh. I just played a game Tuesday and my Dakka Jet brought down a Helldrake. Fight flyers with flyers. Automatically Appended Next Post: Hell, that goes for any ork list.... always bring your Jets =)
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This message was edited 1 time. Last update was at 2012/10/11 05:42:15
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![[Post New]](/s/i/i.gif) 2012/10/11 06:21:59
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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The army that controls the skys is the army that controls the game, always bring fliers!
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Thank You
Rejn (region) |
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