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![[Post New]](/s/i/i.gif) 2012/10/25 06:43:49
Subject: Re: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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Holy crap, those look awesome. Mat, I would totally pay you to build warbuggies for me Personally I'm using a random assortment of ramshackle games' buggy-like vehicles. They are very orky when enhanced with some glyphs and ork weaponry, and having no two buggies look the same is awesome, too
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This message was edited 4 times. Last update was at 2012/10/25 06:44:44
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) 2012/10/25 14:37:40
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlefortress Driver with Krusha Wheel
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Jidmah wrote:Holy crap, those look awesome.
Mat, I would totally pay you to build warbuggies for me
Personally I'm using a random assortment of ramshackle games' buggy-like vehicles. They are very orky when enhanced with some glyphs and ork weaponry, and having no two buggies look the same is awesome, too 
Ha! Thanks Jidmah. Last winter I had some time off from the wife when she went back to visit her folks. I built up three of the four over the course of a four day weekend. From bits to painted in four days!
If you sketch out what you want a couple to look like, I'd be happy to quote you something.
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![[Post New]](/s/i/i.gif) 2012/10/25 20:27:41
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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Anvildude wrote:My only goal in every game I play is to have something explode. (in other words, a vehicle, or an entire squad at once works too, I guess). I don't care if it's my own stuff, or my enemy. I don't care if I'm the cause or not. As long as something (preferably many, many things) Explode, I'm happy.
Tankbustas help with this. A lot.
That's what I'm talking about! As long as something's dying!
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2012/10/26 01:30:53
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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And speaking of which... Was able to do so in a game today. 2000 points against a friend's Necrons (proxycons more like). First, my Killakanz were exploded by his Wraiths (and their own KMBs, but meh). Then, I deffrolla'd his Monolith to Deff. Lots of explosions, and a couple things dying to the explosions, even!
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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) 2012/10/26 06:10:09
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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MrMoustaffa wrote:Also, does anyone know some good tutorials on scratchbuilding manz? I just got a bunch of green stuff and want to try my hand at making MANZ that wont cost over 100 bucks 
You can buy terminators, change the heads and arms to put an ork head, klaw and a shoota, and you have a Meganob with a looted terminator armor.
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![[Post New]](/s/i/i.gif) 2012/10/26 06:25:17
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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Actually, you have a terminator with an ork head. Personally I don't think these are orky at all.
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This message was edited 1 time. Last update was at 2012/10/26 06:25:31
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) 2012/10/26 06:39:54
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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Don't change the head only ... add plasticard, add a Klaw and a big ork gun. Make it look bigger than a termie.
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![[Post New]](/s/i/i.gif) 2012/10/26 11:41:58
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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PipeAlley wrote:As someone who has played Orks for over ten years I can say this honesty to you all:
It's not wether I win or lose, it how annoyed my opponent can get. I've won a few tournies but I've ruined a helluva lot more for some random Space Marine SOB. I don't think Orks have every been give a fair shake which is jus fine. They're the underdogs no doubt. Play Orks because you want to, not because they're the latest and greatest.
Seriously though, if you're a hyper-competitive WAAC type you wouldnt even be reading this thread.
Thats true, because a WAAC player wouldnt give Orks even the slightest thought. Dont get me wrong, Orks can kick a lot of ass, specially with the right builds, but if you want as close to auto win as possible, there are a couple armies out there before you get to Orks. This thread is more about getting ideas, fine tuning ideas and making our Orks crush faces. And none of that really equates to WAAC, because..................
Anvildude wrote:My only goal in every game I play is to have something explode. (in other words, a vehicle, or an entire squad at once works too, I guess). I don't care if it's my own stuff, or my enemy. I don't care if I'm the cause or not. As long as something (preferably many, many things) Explode, I'm happy.
Tankbustas help with this. A lot.
This is how I play most my games. I set a goal, and usually, its a tough goal, and then I get to it. For example, if I want to add a new cool trophy to my BikerBoss's banner, welp, Ive got to get to krumping. I want to add something from a LR and have yet not been given the chance to pop one with the little fella. I will though, and on that day, my BikerBoss will have something cool, from a LR on his person Automatically Appended Next Post: valminder wrote:Don't change the head only ... add plasticard, add a Klaw and a big ork gun. Make it look bigger than a termie.
Ive personally never been a fan of that conversion. No matter what, it still looks weird. Terminators/Space Marines are just not proportioned right to ever look like an Ork. Poor posture, their heads almost sit right in front of their chests, big brutish arms, weird stubby legs.....those are far from a Space Marine
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This message was edited 1 time. Last update was at 2012/10/26 11:43:39
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![[Post New]](/s/i/i.gif) 2012/10/26 15:09:28
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'll say, in a pinch, I'd just play some Black Orks with the correct weapons glued on before I'd play Terms with Ork heads and arms.
Either way, the point is, most Ork players play Orks as much (Or more) for the Ork aesthetic as any other aspect of the army.
That said, you'll have a hard time selling them anything that takes away from that.
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![[Post New]](/s/i/i.gif) 2012/10/26 16:40:59
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Screamin' Stormboy
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Another way to have 10 MANz: buying Nobz and Black Orcs and use all the pieces of armour available. Add also shoulder armors from the boyz sprues and you have spiky and bulky nobz that look good. (As far as I'm concerned I've bought Black Orcs to create Flash Gitz with cybork body.) Still, the Frenchman's tutorial makes it way cheaper to custom-build your MANz. I contacted him, he says he already has 59 MANz to build for various Ork players... ...
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This message was edited 1 time. Last update was at 2012/10/26 16:41:22
Breknek Krashdaskull
(Kraknuk Pét'le Krane) |
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![[Post New]](/s/i/i.gif) 2012/10/26 17:06:37
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlefortress Driver with Krusha Wheel
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Bonzofever wrote:I contacted him, he says he already has 59 MANz to build for various Ork players...
...
Holy crap. Maybe he should just sell "kits"
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![[Post New]](/s/i/i.gif) 2012/10/26 20:40:23
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Screamin' Stormboy
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Actually he's racking his brains to find a way to "mass-produce" MANz. Can't tell what he has in mind though...
They look so great I'll try to tackle this kind of scratchbuild. But if he gets there I hope he'll cut prices - he's selling them ~$20 apiece, ~$25 tabletop painted.
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Breknek Krashdaskull
(Kraknuk Pét'le Krane) |
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![[Post New]](/s/i/i.gif) 2012/10/27 03:02:47
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlefortress Driver with Krusha Wheel
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Bonzofever wrote:
Actually he's racking his brains to find a way to "mass-produce" MANz. Can't tell what he has in mind though...
They look so great I'll try to tackle this kind of scratchbuild. But if he gets there I hope he'll cut prices - he's selling them ~$20 apiece, ~$25 tabletop painted.
Wait, you mean he's selling them table top painted for $25? That's a steal actually.
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![[Post New]](/s/i/i.gif) 2012/10/27 03:30:58
Subject: Re: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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matphat wrote: Bonzofever wrote:
Actually he's racking his brains to find a way to "mass-produce" MANz. Can't tell what he has in mind though...
They look so great I'll try to tackle this kind of scratchbuild. But if he gets there I hope he'll cut prices - he's selling them ~$20 apiece, ~$25 tabletop painted.
Wait, you mean he's selling them table top painted for $25? That's a steal actually.
...
Must... resist urge... to buy 50 of them...
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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) 2012/10/27 08:56:25
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Screamin' Stormboy
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Each painted model is sold €18.00 but you have to send him the AoBR models + 40mm bases. If you don't the price rises up to €28.00 apiece.
Anyway he refused my order, I wanted 9 MANz with a Warboss but 59 models to customize and paint takes a lot of time.  He won't take orders anymore for a long time
That's too bad. I would have put them in a Battleawgon and play them as Bad Moonz.
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Breknek Krashdaskull
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![[Post New]](/s/i/i.gif) 2012/10/27 19:53:26
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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There is always Kromleck which is saying that he will have some up for preview at the "end of the year".
I'm waiting on those right now.
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![[Post New]](/s/i/i.gif) 2012/10/27 23:49:44
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Screamin' Stormboy
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So do I, but I don't think they will cost much less than the official GW stuff. I mean, I've bought 20 boyz in greatcoats from the Orc War series, in order to build my Death Korps of Krieg allied force. This is how they look: granted, it's terrific, but they cost $7 each, where Clanking Destroyers (they are so cool!) cost $8 each.
Kromlech does a fantastic job, I wish I could play some of their models in tournaments. One detail though: can we expect MANz custom resin-kits to be unexpensive? I don't think so. If they ever release such models, I think the price would rise up to $15-20 apiece.
Talking about Meganobz, what would be the best way to play them? 5-model unit + Warboss in Trukk? Rather 9-strong MANz + Warboss in BW?
I've only played my 5 MANz on a handful of battles (too slow) so I'm not a specialist when it comes to build an army including such a unit - especially in 6th.
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Breknek Krashdaskull
(Kraknuk Pét'le Krane) |
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![[Post New]](/s/i/i.gif) 2012/10/28 01:52:02
Subject: Re: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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Bonzofever wrote:So do I, but I don't think they will cost much less than the official GW stuff. I mean, I've bought 20 boyz in greatcoats from the Orc War series, in order to build my Death Korps of Krieg allied force. This is how they look: granted, it's terrific, but they cost $7 each, where Clanking Destroyers (they are so cool!) cost $8 each.
Kromlech does a fantastic job, I wish I could play some of their models in tournaments. One detail though: can we expect MANz custom resin-kits to be unexpensive? I don't think so. If they ever release such models, I think the price would rise up to $15-20 apiece.
Talking about Meganobz, what would be the best way to play them? 5-model unit + Warboss in Trukk? Rather 9-strong MANz + Warboss in BW?
I've only played my 5 MANz on a handful of battles (too slow) so I'm not a specialist when it comes to build an army including such a unit - especially in 6th.
Oh god, all of my monies... those things look amazing.
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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) 2012/10/28 02:14:04
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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Talking about Meganobz, what would be the best way to play them? 5-model unit + Warboss in Trukk? Rather 9-strong MANz + Warboss in BW? I've only played my 5 MANz on a handful of battles (too slow) so I'm not a specialist when it comes to build an army including such a unit - especially in 6th. Heres how I look at placing the Warboss in 6th. DONT waste your time sticking him in a unit, where he can be singled out by a challenge. Nothing more annoying then having your warboss waste time absolutely raping a sgt or similar. So MANz would be out because he is the only character that can do challenges. So basically boyz, burnas and such because of having a character in there that can take the bait and allow the boss to crush things And on the MANz, Id say in a trukk, size is totally up to you, and hide that trukk in reserve or behind a LOS blocking building and wait a couple 3 turns, then let them loose. By then, you should have a good chance of getting them across the table in quick fashion, specially now with how fast vehicles work. In 1 turn, you can cover 24 inches in a trukk, they will most definitely be within charge range on their 2nd movement
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This message was edited 1 time. Last update was at 2012/10/28 02:15:52
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![[Post New]](/s/i/i.gif) 2012/10/28 10:51:04
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Foolproof Falcon Pilot
Livingston, United Kingdom
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I've been using 3 MANz in a trukk myself. They race up along with the other trukks inside a KFF bubble, and the opponent is dared to try and take them out. Since everything is in charge range at that point anyway, I just sit back and wait to see how much stuff survives.
The problem has arisen in two circumstances:
1) Opponent has more anti-tank than I have trukks
2) Opponent charges Orks who get blown out of trukks
Both things hurt a lot. But the MANz typically survive with enough left to still cause carnage, and their presence really concentrates the opponent's mind. Especially after they've had a taste of 3xscorcha template action.
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![[Post New]](/s/i/i.gif) 2012/10/28 11:39:29
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Lead-Footed Trukkboy Driver
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Charles Rampant wrote:1) Opponent has more anti-tank than I have trukks
2) Opponent charges Orks who get blown out of trukks
My problem with MANZ has been :
3) They get pinned half the time after their Trukk / BW blows up.
This way, the opponent doesn't even need to take care of them since they're just sitting there on their asses. That's why I never use more than 3 now... They're too much of a liability. No other army has a dedicated assault unit that gets pinned so easily (even our regular Nobz make their Pinning test on Ld7 most of the time...).
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Deffskullz desert scavengers
Thousand Sons |
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![[Post New]](/s/i/i.gif) 2012/10/28 12:06:25
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 dont get why you guys keep saying that exploding trukks hurt so much. Its a str3 hit thanks to ramshackle, so your rolling 5s to actually hurt the boyz Automatically Appended Next Post: Not to mention, its always why I suggest wait a few turns hiding in safety. That way your chances are much better to getting those missiles where they need to be
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This message was edited 1 time. Last update was at 2012/10/28 12:09:38
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![[Post New]](/s/i/i.gif) 2012/10/28 12:14:53
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Lead-Footed Trukkboy Driver
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KingCracker wrote:I dont get why you guys keep saying that exploding trukks hurt so much. Its a str3 hit thanks to ramshackle, so your rolling 5s to actually hurt the boyz
When a Trukk explodes, you'll lose 3 or 4 boyz on average. If you're a bit unlucky it can easily be 5 or 6 (I've seen this happen plenty of times). In both situations, you'll have to take a Pinning test on Ld7-9, then a Morale test on Ld7-9. So most of the time, an exploding trukk *does* hurt you a lot (unless you roll 5 or 6 on the Ramshackle table).
In 5th, I've even seen a guy lose 16 Orks in the explosion of their Battlewagon (Str3 vs T4). It's obviously not gonna happen often, but it happens...
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This message was edited 1 time. Last update was at 2012/10/28 12:15:30
Deffskullz desert scavengers
Thousand Sons |
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![[Post New]](/s/i/i.gif) 2012/10/28 16:02:22
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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On 2 D6 your going to roll a 7 more then any other number, so chances are on your side. Then the LD test you can boss pole it if you fail, making you even less likely to fail. This is sounding like SM players fears for using a plasma weapon, but with a much better outcome. Also saying "Ive seen people lose as much as 5 or 6! It happens!" Can be argued back with "Ive also seen NO Orks lost in a trukk explosion. IT HAPPENS!"
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This message was edited 1 time. Last update was at 2012/10/28 16:03:42
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![[Post New]](/s/i/i.gif) 2012/10/28 16:36:30
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Foolproof Falcon Pilot
Livingston, United Kingdom
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You cannot use a bosspole to reroll pinning tests - it only covers morale tests.
And on 2D6 you have a 50/50 chance of being pinned. That means that when you lose your trukk (easy enough, let's grant), you have a goodly chance to spend a turn looking stupid in the wreckage. It isn't the end of the world for the unit's viability, but it is a bigger deal than, say, terminators who get blown out of a land raider.
In terms of losing ladz in an explosion, you've underestimated the usual losses: I've found that trukks usually remove several boyz. Very roughly:
12 ladz, needing 5s to wound.
4 are wounded (1/3rd).
On average, just under one will save. Rounding up, you've lost 3 boyz, or taken a wound on your Nob and lost two.
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![[Post New]](/s/i/i.gif) 2012/10/28 18:56:11
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Squishy Squig
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Bonzofever wrote:
Talking about Meganobz, what would be the best way to play them? 5-model unit + Warboss in Trukk? Rather 9-strong MANz + Warboss in BW?
I've only played my 5 MANz on a handful of battles (too slow) so I'm not a specialist when it comes to build an army including such a unit - especially in 6th.
My best successes with MANz have been units of 3-4 in a battlewagon, any more tends to be overkill. 3 MANz will get the job done against most enemies, larger units just mean more points lost when they get smacked around by their nemeses.
Morale is their biggest weakness, so I like to have one unit of MANz with a KFF mek joined (with a bosspole), and make a second unit troops so that if they do get held up by a bad morale test they can still contribute by scoring.
I'm also really liking the idea of the MANz + trukk reserve missile. It's a minimum of turn 3 before they'll assault, but that's the same time that a horde of boys is ready to join them so it could be really useful.
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![[Post New]](/s/i/i.gif) 2012/10/29 06:53:21
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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Moral and regrouping actually.
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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) 2012/10/29 07:37:12
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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Wow really only 3 or 4? I mean, I knew meganobz were 'ard, but I didn't know they were that 'ard. Is there something I'm missing about them. I know they're 2 wound "termies" all armed with power klaws and a healthy amount of attacks a piece, all for a mere 40pts. Aside from LD7 and slow and purposeful, is there anything else I'm missing?
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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) 2012/10/29 07:42:29
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Mutilatin' Mad Dok
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I've never really had an issue with boyz suffering overly from trukks exploding. That str3 hit, combined with Mob Rule, has never to my memory resulted in the boyz running, and has only resulted in them being pinned... less that 5 times?
If you lose three boyz, you're still testing at Ld9.
MANz are a but of a different story, though - as they won't benefit from Mob Rule. If the trukk explodes, you will be testing on Ld7.
(Also hi, I'm back, etc).
MrMoustaffa wrote:Wow really only 3 or 4? I mean, I knew meganobz were 'ard, but I didn't know they were that 'ard. Is there something I'm missing about them. I know they're 2 wound "termies" all armed with power klaws and a healthy amount of attacks a piece, all for a mere 40pts. Aside from LD7 and slow and purposeful, is there anything else I'm missing?
They've been helped with the changes to how Power Weapons work, they they got a notable boost in close combat. Their 2+ save, and 2 wounds, makes them a tough unit to tear through for most units. Slow and Purpousful no longer slows their movement, but they can't fire in overwatch, and can't sweeping advance.
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This message was edited 1 time. Last update was at 2012/10/29 07:44:29
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![[Post New]](/s/i/i.gif) 2012/10/29 11:34:56
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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Which is what I was referring to.
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