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![[Post New]](/s/i/i.gif) 2012/11/25 16:10:53
Subject: Rumored cover rules changes and Orks.
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Tough-as-Nails Ork Boy
Some Tau World
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Dr. What wrote:If Orks really get hurt badly enough, us Ork players will either recieve a FAQ with some updates or we'll get an entirely new update.
lol  you don't know games workshop very well then.
Mat Ward manufactured the 2 most  covered
which some people i know have call them codexs before.
they had a chance to fix it in 6ed but ballsed it up so bad my club won't swap to 6ed
may Gork and Mork be on your side but i don't think even they can save you
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all ur base are belong to da
 
all the armies i used to beat b4 6ed
 
 
  
 
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![[Post New]](/s/i/i.gif) 2012/11/25 16:53:16
Subject: Rumored cover rules changes and Orks.
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Pyro Pilot of a Triach Stalker
New York
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yorkskargrimironklaw wrote:Dr. What wrote:If Orks really get hurt badly enough, us Ork players will either recieve a FAQ with some updates or we'll get an entirely new update.
lol  you don't know games workshop very well then.
Mat Ward manufactured the 2 most  covered
which some people i know have call them codexs before.
they had a chance to fix it in 6ed but ballsed it up so bad my club won't swap to 6ed
may Gork and Mork be on your side but i don't think even they can save you
About 80 pages behind there, but I'll reply.
1) GW has done updates for a straggling army before (Daemons). GW is still capable of doing Chapter Approved updates and the likes.
2) I HATE when people blame Matt Ward for problems in the game. Necrons were designed for 6th. Are they unbeatable? No. (If you complain about Scythe Spam, all you have to do is take out what little is on the table... and if you complain about GK, perhaps you need to develop some decent tactics to challenge them. Each game should involve different tactics, that's part of the fun.)
3) I have yet to see any "cheese/unbalance" in 6th edition. If you spend 500 points on a "Death Star," then you've got less to put into the rest of your army. Everything in 2 Land Raiders? Great! I've got some Lascannons/Power Klaws (Possibly on a Warbiker)/Gauss/A Plan.
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![[Post New]](/s/i/i.gif) 2012/11/25 20:48:03
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Krazed Killa Kan
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GK troops had the ability to ID Nobz and Warbosses, cut straight through Mega Armor, and to top it off, every turn of an assault they had the ability to wipe out over 40% of your Ork Boyz models *per turn* (on average) before Fearless wounds. None of which was FAQ'd. None of which was updated before 6e. And it's pretty obvious that they were recognized as problems considering that in 6e, Fearless wounds were taken out and Halberds were changed to AP3.
I don't find the idea of invalidating the utility of 60% of the useful units in the Codex "fun," and I don't find the idea of turning an army that was designed to be assaulty into a shooty army, and I don't find the idea that I can't even through wargear shenanigans make my favorite units viable.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2012/11/26 01:41:56
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 bitch about the GK often enough, but really thats only because I think the way purifiers work is just obscene. Really the rest of the dex isnt too bad, besides the few things here and there that are.....I guess "Flying Landraider" worthy
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![[Post New]](/s/i/i.gif) 2012/11/27 22:20:49
Subject: Rumored cover rules changes and Orks.
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Tough-as-Nails Ork Boy
Some Tau World
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Testify wrote:Thing about shooting templates at orks, is you only ever get to shoot them once 
lol you forgot overwatch and Charge is 2D6 so.. you have to be 2" away now
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all ur base are belong to da
 
all the armies i used to beat b4 6ed
 
 
  
 
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![[Post New]](/s/i/i.gif) 2012/11/27 22:23:06
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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Why do you keep saying you have to be 2 inches away? Please explain this in clearer detail because Im loosing whatever point youre trying to make
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![[Post New]](/s/i/i.gif) 2012/11/27 22:36:25
Subject: Rumored cover rules changes and Orks.
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Mekboy Hammerin' Somethin'
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Only if you ever roll two 1's on the charge result. By that logic, the upside is that I should only charge whenever I'm 12 inches away for that magical double 6! (and it's delicious fun for all when that happens  )
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![[Post New]](/s/i/i.gif) 2012/11/28 04:06:40
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Veteran Inquisitorial Tyranid Xenokiller
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Since this is the Ork tactica Thread, I'd figure I'd ask here.
I run Imperial Guard and I thought of using some Orks as meat shield/ assault troops, nothing too costy or big, but still capable and set myself on getting a 'ard boyz mob, 15 boyz with a big shoota, nob with twin-linked shoot, power klaw bosspole and with a warboss kitted the same (minus pole). The thing is the 'eavy armour make a 'ard boy worth twice as much for what is essentially just better armour and nothing else.
So the thing is, go like that, or go with just more boyz? oh- they'll be armed with shoota+choppa, to maximize the natural melee capabilities of the Ork.
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![[Post New]](/s/i/i.gif) 2012/11/28 04:09:48
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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General consensus is that more bodies is better. Also, I'm not sure what you mean by shoota+choppa, as you can only pick one. Plus 15 probably isn't enough, unless you throw them in a Battlewagon; and then you should shoot for 19-20.
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![[Post New]](/s/i/i.gif) 2012/11/28 05:20:18
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlewagon Driver with Charged Engine
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I would definently drop the eavy armor and just get more boyz (20-30). Also, give your nob a bp/pk and maybe eavy armor. Give all the boyz shootas (the assault 2 guns) because in 6th, they are way better with them over 2x cc weps.
I would consider taking a big mek with a kff over a warboss. If you do just take a KFF and maybe eavy armor. If you stick with the boss your current loadout should be fine (give him eavy armor, pk and maybe an attack squig).
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This message was edited 1 time. Last update was at 2012/11/28 05:20:57
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![[Post New]](/s/i/i.gif) 2012/11/28 10:49:58
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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Oi.
Small tactica: orks snipers. 5 burnas but 3 changed to meks with big shootas. Meks are IC (i think). it should be effective against plasma veterans or to kill sergeant (no duel for PK!). I'll test it.
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![[Post New]](/s/i/i.gif) 2012/11/28 11:55:17
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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ninjaska wrote:Oi.
Small tactica: orks snipers. 5 burnas but 3 changed to meks with big shootas. Meks are IC (i think). it should be effective against plasma veterans or to kill sergeant (no duel for PK!). I'll test it.
Meks are not IC but simple Characters. Anyway they can snipe. I've had this is mind, this can prove effective since BS has a long range over fire templates.
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Breknek Krashdaskull
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![[Post New]](/s/i/i.gif) 2012/11/28 12:11:38
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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disregard, its early, and the coffee hasnt kicked in yet lol
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This message was edited 1 time. Last update was at 2012/11/28 12:12:50
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![[Post New]](/s/i/i.gif) 2012/11/28 14:05:00
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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ninjaska wrote:Oi.
Small tactica: orks snipers. 5 burnas but 3 changed to meks with big shootas. Meks are IC (i think). it should be effective against plasma veterans or to kill sergeant (no duel for PK!). I'll test it.
Hum yes this is to be tested.
But let me suggest to try with a lootas mob instead of burnas.
So they will add more dakka.
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![[Post New]](/s/i/i.gif) 2012/11/28 14:37:22
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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Oi
lootas have diffrent targets than big shootas. 9sniper shots would be wasted when you try to destroy Rhino or Venom.
Maybe it's worth to put burnas meks in "self healing kanonwagon". 2-3 templates won't make it "burnawagon" but still it will get some antiinfantry defence.
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![[Post New]](/s/i/i.gif) 2012/11/28 15:54:47
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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I think I was not clear : I don't mean to use the 3 meks to shoot at transports Your idea is to get 3 meks with 2 burnas and use the mob as a "snipers squad". In this situation, I think the 2 burnas are useless since you are shooting at a SM squad 36" away. So I suggest to use lootas , so at least the 2 lootas and the 3 meks can all shoot the same SM squad. You still have your snipers, but with additional dakka.. Of course, if I want to shoot at transport, then I will just use a normal mob of lootas, but that's not the point here ;')
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This message was edited 1 time. Last update was at 2012/11/28 15:55:28
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![[Post New]](/s/i/i.gif) 2012/11/28 16:36:48
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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XC18 wrote:ISo I suggest to use lootas , so at least the 2 lootas and the 3 meks can all shoot the same SM squad.
Meks can't take deffguns if that is what you are suggesting. The reason to take meks is so you can repair hull points nothing else
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![[Post New]](/s/i/i.gif) 2012/11/28 16:45:36
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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XC18 wrote:I think I was not clear : I don't mean to use the 3 meks to shoot at transports
Your idea is to get 3 meks with 2 burnas and use the mob as a "snipers squad".
In this situation, I think the 2 burnas are useless since you are shooting at a SM squad 36" away. So I suggest to use lootas , so at least the 2 lootas and the 3 meks can all shoot the same SM squad.
You still have your snipers, but with additional dakka..
Of course, if I want to shoot at transport, then I will just use a normal mob of lootas, but that's not the point here ;')
but of course. you are right. Now I understand.
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![[Post New]](/s/i/i.gif) 2012/11/28 19:50:30
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Mekboy on Kustom Deth Kopta
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Bonzofever wrote:ninjaska wrote:Oi.
Small tactica: orks snipers. 5 burnas but 3 changed to meks with big shootas. Meks are IC (i think). it should be effective against plasma veterans or to kill sergeant (no duel for PK!). I'll test it.
Meks are not IC but simple Characters. Anyway they can snipe. I've had this is mind, this can prove effective since BS has a long range over fire templates.
I don't think its intended that all Mek's are characters. 'Mek boys' cover both meks, and the big mek. So as the 3 meks in the unit are not leading the unit, they probably shouldn't count as characters. But that's for YMDC and your local club to figure out. But I'd say the intent is that only the big mek is a character.
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![[Post New]](/s/i/i.gif) 2012/11/28 20:18:24
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Devastating Dark Reaper
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I think orks can still pose a deadly threat!
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![[Post New]](/s/i/i.gif) 2012/11/28 21:50:17
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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battlewagons with 4hullpoints and a bigmek with kff inn it fixing the hullpoints yehh... people hate that
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Waagh like a bawz
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Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
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![[Post New]](/s/i/i.gif) 2012/11/28 22:03:25
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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KingCracker wrote:I bitch about the GK often enough, but really thats only because I think the way purifiers work is just obscene. Really the rest of the dex isnt too bad, besides the few things here and there that are.....I guess "Flying Landraider" worthy
do you not understand that everyone can have Purifiers now well other then Nids but noone has played Nids since 4ed.
from what i have seen of 6ed orks will be the same Automatically Appended Next Post:
 Ummm to other Orks maybe Automatically Appended Next Post: Inquisitor Jex wrote:Since this is the Ork tactica Thread, I'd figure I'd ask here.
I run Imperial Guard and I thought of using some Orks as meat shield/ assault troops, nothing too costy or big, but still capable and set myself on getting a 'ard boyz mob, 15 boyz with a big shoota, nob with twin-linked shoot, power klaw bosspole and with a warboss kitted the same (minus pole). The thing is the 'eavy armour make a 'ard boy worth twice as much for what is essentially just better armour and nothing else.
So the thing is, go like that, or go with just more boyz? oh- they'll be armed with shoota+choppa, to maximize the natural melee capabilities of the Ork.
Anything orks can do IG dose it better for cheaper
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This message was edited 2 times. Last update was at 2012/11/28 22:15:03
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![[Post New]](/s/i/i.gif) 2012/11/28 22:30:53
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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Just saying anyone can ally in something isn't a fix to a problem. That's like saying all armies but nids have vendettas because they can ally with IG, or that IG are good at close combat because they can ally with orks.
And orks are still a dead hard army. They're still one of the top ones you see at tourneys for a good reason
Also, at the "IG can do anything Orks can do cheaper"... no, they cant.
Orks have the cheapest form of autocannons in the game (lootas) have the cheapest way to get AV 14 on the field (battlewagons) and can have effective infantry for cheaper (infantry platoons start out cheaper, but require far more upgrades to make them worthwhile)
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This message was edited 1 time. Last update was at 2012/11/28 22:32:25
'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) 2012/11/28 22:32:35
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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People seem to be forgetting that point for point, the Ork Boy (either loadout) is one of the best choices in game.
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![[Post New]](/s/i/i.gif) 2012/11/28 23:16:26
Subject: Re: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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ninjaska wrote:Oi
lootas have diffrent targets than big shootas. 9sniper shots would be wasted when you try to destroy Rhino or Venom.
Maybe it's worth to put burnas meks in "self healing kanonwagon". 2-3 templates won't make it "burnawagon" but still it will get some antiinfantry defence.
I've been running this since I started. 'Ard Case gunwagon with Big Mek KFF, 3 Mek min-Burnas and Grot Riggers. You either destroy it outright on the first turn, of it lasts the whole dang game.
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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) 2012/11/28 23:21:36
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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notyorkskargrimironklaw wrote: KingCracker wrote:I bitch about the GK often enough, but really thats only because I think the way purifiers work is just obscene. Really the rest of the dex isnt too bad, besides the few things here and there that are.....I guess "Flying Landraider" worthy
do you not understand that everyone can have Purifiers now well other then Nids but noone has played Nids since 4ed.
from what i have seen of 6ed orks will be the same
Automatically Appended Next Post:
 Ummm to other Orks maybe
Automatically Appended Next Post:
Inquisitor Jex wrote:Since this is the Ork tactica Thread, I'd figure I'd ask here.
I run Imperial Guard and I thought of using some Orks as meat shield/ assault troops, nothing too costy or big, but still capable and set myself on getting a 'ard boyz mob, 15 boyz with a big shoota, nob with twin-linked shoot, power klaw bosspole and with a warboss kitted the same (minus pole). The thing is the 'eavy armour make a 'ard boy worth twice as much for what is essentially just better armour and nothing else.
So the thing is, go like that, or go with just more boyz? oh- they'll be armed with shoota+choppa, to maximize the natural melee capabilities of the Ork.
Anything orks can do IG dose it better for cheaper
Oh looky there, a multi account. Thats a big no no  Finally.
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![[Post New]](/s/i/i.gif) 2012/11/28 23:40:20
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlewagon Driver with Charged Engine
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I dont know why he thinks orks are bad army... Maybe hes not playing them right?
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![[Post New]](/s/i/i.gif) 2012/11/29 01:47:13
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Krazed Killa Kan
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I just bought 2 Ork Battleforces and I'm straight up going to put all the Nobz from the boyz mobs on Warbikes.
25 points for a PK, 5 points for the 'eavy Armor, 5 points for the Bosspole, 16 points for the Nob....36-41 points, no thanks, that's 6 Shoota Boyz. 6 wounds and 12 times the shooting output, plus 6 more bodies for Mob Rule.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2012/11/29 02:23:02
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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sirlynchmob wrote:
I don't think its intended that all Mek's are characters. 'Mek boys' cover both meks, and the big mek. So as the 3 meks in the unit are not leading the unit, they probably shouldn't count as characters. But that's for YMDC and your local club to figure out. But I'd say the intent is that only the big mek is a character.
Nope, Mekboys cover Mekboys, which are characters. Big Meks have a separate entry in which they are also character. No need for anything to figure out.
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This message was edited 1 time. Last update was at 2012/11/29 02:23:24
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![[Post New]](/s/i/i.gif) 2012/11/29 11:37:12
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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NamelessBard wrote:sirlynchmob wrote:
I don't think its intended that all Mek's are characters. 'Mek boys' cover both meks, and the big mek. So as the 3 meks in the unit are not leading the unit, they probably shouldn't count as characters. But that's for YMDC and your local club to figure out. But I'd say the intent is that only the big mek is a character.
Nope, Mekboys cover Mekboys, which are characters. Big Meks have a separate entry in which they are also character. No need for anything to figure out.
Yeah its pretty plainly laid out.
It even has good fluff justification, since meks tend to lead groups of burna boys and lootas and would effectively serve as "sarges".
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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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