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![[Post New]](/s/i/i.gif) 2013/01/15 18:20:00
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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Sinji wrote:Keep in mind that koptas are very mobile and get to scout so the they should be able to get to side or rear armour pretty quick even turn 1 is possible.
If you want to glance mech to death with TL S5 why not just run normal bikers
Great question! All through 5th I ran Rokkit Koptas and they did me just fine. Then at the start of 6th I switched over to BS's at the exact same time I started running Nob Bikers and Reg. Biker with Waz.
Why? I'm no sure but in a recent game I sent 3 BS Deffkoptas alone after a Manticore behind cover. Forgot to scout move, forgot to Turbo 24 instead of 12. Second turn I just barely am able to manuever for side armor shots with a follow up charge for a total of 2 HP reduction!
My Opp. got 3 turns to fire his Manticore whereas had I had Rokkit Koptas I could have shot them the first turn, not had to remember about scout or 24" turbo, and finish it off the 2nd!
I'm running 24 Bikers, NobBikers, and BikerBosses, why not switch my Koptas over to Rokkits? (And also remember the darn rules  )
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2013/01/15 19:21:51
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Maniacal Gibbering Madboy
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Awesomesauce wrote:What do you guys use to take care of flyers like helldrakes? AV 12 is very annoying since my boys can't just bombard it with 40-60 shots, so I typically use my rokkit buggies to get rid of them...quite ineffectively I might add. But They're so devastating that they need to be taken care of the turn they're in before they waste the entire army, and my lootas are their primary target (and therefore dead/running)
Lootas. Lots of freaking Lootas. Stuck into some kind of area terrain so that they can get a 4+ cover save.
They'll have lots of Snap Shots, sure, but D3 shots per turn multiplied by 15 Lootas for just one squad of them equals a lot of Dakka and a bad day for the flyer!  Yes, they'll be targeted a lot just because your opponent will want his precious flyer intact on turn 2 when he rolls for his reserves to come in, but they are so worth it just for the priceless look of your opponent when you glance his flyer to death the moment it shows up.
Granted, this tactic would take lots of cash; but ideally, IMO, I'd take 3 squads of 15 Lootas as my 3 Elites choice (with a Warboss in command so that I could take Nobz as a Troop Choice instead of an Elite). But this would give your opponent a lot to sweat about and it's highly unlikely that he'd be able to take care of all three squads in the first two turns. But with 3 Squads of Lootas you could, conciveably, move up a squad or two while the third fired and then move the third up the next turn under the cover of the first two, running from terrain to terrain for cover saves.
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![[Post New]](/s/i/i.gif) 2013/01/15 21:02:27
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlewagon Driver with Charged Engine
Ye Olde North State
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Awesomesauce wrote:What do you guys use to take care of flyers like helldrakes? AV 12 is very annoying since my boys can't just bombard it with 40-60 shots, so I typically use my rokkit buggies to get rid of them...quite ineffectively I might add. But They're so devastating that they need to be taken care of the turn they're in before they waste the entire army, and my lootas are their primary target (and therefore dead/running)
Bring your own fliers. If your dakkajets come on after his hellturkeys come, they should paste them without issue.
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2013/01/15 21:29:35
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Flashy Flashgitz
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loota boy wrote:
Bring your own fliers. If your dakkajets come on after his hellturkeys come, they should paste them without issue.
my typical way of dealing with them is a waghh'd dakkajet plus the 3 buggies... I shoot for rear armor when I can with the dakka but that's not usually feasible. and with their stupid demonic 5+ they don't even need to bother jinking and it usually results with it still kickin with 1 hull point left. I only have one squad of lootas and they get roasted the second it comes in. As for multiple lootas, I'm not really a fan of spamming more than one unit of any given elite/fast/heavy (aside from transports)
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![[Post New]](/s/i/i.gif) 2013/01/15 21:33:38
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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RE: taking down flyers, Lootaz for sure. Now I have been playing with 2 units of 9 and they have been absolutely smashing fliers and whatever else I need to blow up.
With 2 units of 9 you have the firepower of 18, but can take on multiple targets, and if you get shot at you can go to ground since you're not fearless (don't forget that area terrain becomes 3+ cover when you go to ground).
You're snapfireing at flyers anyways.
They're easier to place when there is only 9 of them. I've never had a problem passing a LD test with them (7 being the most commonly rolled number on 2D6) and they've almost never gotten targeted since the units are so small (and I have Nob Bikers, big Boyz mobs and a BW full of Burnaz all rushing them anyways).
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![[Post New]](/s/i/i.gif) 2013/01/15 22:23:41
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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sirlynchmob wrote:my koptas love assaulting snipers and other shooty things hiding in the back. Especially if they're in a building with heavy weapons.
you just attack them so they have to pile in and move down a level or 2. But against guard they are really awesome as most of them need 6's to wound the koptas, my last game I sent 2 units running off the table with 1 kopta.
Plus they are denial units so you can always just hide them somewhere, then shoot them 36" to contest objectives on turn 5.
1 reason why the bikerboss is so awesome. Making most things roll 6s to wound is just brutal. The first time I used a bikerboss in 6th, I assaulted an assault squad led by a chaplain and beat the unit in 2 turns. It was just AWESOME! At first I was nervous because of the possible attacks they can pump out, buuuuut when they lose half the attacks just to hit, and needing 6s to wound, it was just awesome.
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![[Post New]](/s/i/i.gif) 2013/01/15 22:50:06
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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He's the best non-MC MC in the game at this point, for his ridiculously low price, mobility, survivability and offensive power you won't find anything better.
The only real issue with him is that he needs Nob Bikerz to remain survivable, but they're a close second as my favorite unit in the army. Mine roll around with the Warboss in a stupid fast death star, eating las cannon and melta shots for breakfast and pooping out power klaw attacks.
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![[Post New]](/s/i/i.gif) 2013/01/15 23:58:52
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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Lootas are great at Anti-Flyer make sure you run a few mobs and try and gives them distance between each other. The other is a Quadgun manned with Grots they can sit back and hold objectives and shoot away with the quad.
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![[Post New]](/s/i/i.gif) 2013/01/16 00:23:07
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Maniacal Gibbering Madboy
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Sinji wrote:Lootas are great at Anti-Flyer make sure you run a few mobs and try and gives them distance between each other. The other is a Quadgun manned with Grots they can sit back and hold objectives and shoot away with the quad.
That is, of course, if you're using FW material (which requires opponent consent).  I'm running a Super Heavy Kustom Battle Fortress with 2 Flakk Attack Gunz on it that's chewing up flyers with it's Skyfire and Interceptor Rules!
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![[Post New]](/s/i/i.gif) 2013/01/16 00:33:10
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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Quadguns are Forgeworld no more! For the Low Low Cost of an Aegis Defense Line, you too can have access to quad-barrel anti-air weaponry!
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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) 2013/01/16 03:05:52
Subject: 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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DieselJester wrote:Sinji wrote:Lootas are great at Anti-Flyer make sure you run a few mobs and try and gives them distance between each other. The other is a Quadgun manned with Grots they can sit back and hold objectives and shoot away with the quad.
That is, of course, if you're using FW material (which requires opponent consent).  I'm running a Super Heavy Kustom Battle Fortress with 2 Flakk Attack Gunz on it that's chewing up flyers with it's Skyfire and Interceptor Rules! 
What book is that in? and I thought you didn't need consent anymore.
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![[Post New]](/s/i/i.gif) 2013/01/16 05:20:12
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Big Mek in Kustom Dragster with Soopa-Gun
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Pretty sure you still need consent because a lot of the FW stuff is insanely strong. If i was allowed to run a lifta-droppa without needing consent/fear of other FW things that are equally nasty or worse, i would because that thing basically goes "You. Die. Thank you."
SOME things i think should be normal 40k, like orky Supa Kannons to replace the lame Killkannon. I dont know how effective they are but Grot Tanks are funny and seem useful enough to at least piss something off long enough to deal with it (i dont have a rulebook for FW)
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/01/16 08:24:21
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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sirlynchmob wrote: DieselJester wrote:Sinji wrote:Lootas are great at Anti-Flyer make sure you run a few mobs and try and gives them distance between each other. The other is a Quadgun manned with Grots they can sit back and hold objectives and shoot away with the quad.
That is, of course, if you're using FW material (which requires opponent consent).  I'm running a Super Heavy Kustom Battle Fortress with 2 Flakk Attack Gunz on it that's chewing up flyers with it's Skyfire and Interceptor Rules! 
What book is that in? and I thought you didn't need consent anymore.
Of course you need consent. Even if GW would print huge posters announcing FW rules are 100% official you would need consent - simply because your opponent might not like playing against/with forgeworld rules and either refuses to play, has an unenjoyable game or will not play you in the future. When the Grey Knight codex was brand new, I saw a lot of people outright refusing to play against Grey Knight armies, a guy where I used to play apoc games even banned them from his home. And Grey Knights a lot more official than FW books.
There is absolutely no reason to tell your opponent in advance that you want to play forgeworld rules, and if he declines the game, there is nothing you can do about it. Either way, you wouldn't be allowed to bring a super-heavy to a regular game of 40k, no matter what rules you guys agree on. You can only do that in spearhead or apoc.
@Vineheart01: The lifta-droppa is overpowered no more. In Imperial Armour Apocalypse Second Edition, they changed it to requiring a 4+ to hit, making it a decent anti-tank weapon, but by no means overpowered. Unless you are refering to the stupid 10" destroyer alpha-strike in apoc - they can still do that. Actually, most 40k Stuff has been brought in line, so nothing is really overpowered anymore, not even the dreaded Landraider Achilles.
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This message was edited 2 times. Last update was at 2013/01/16 08:26:44
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) 2013/01/16 09:12:02
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Drone without a Controller
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Grot bombs are pretty silly if used en masse with allied death korps ( 2-3 earthshaker battery + two or more tunnelling things) :(
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4.000 1.750 |
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![[Post New]](/s/i/i.gif) 2013/01/16 16:51:12
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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More Dakka wrote:He's the best non- MC MC in the game at this point, for his ridiculously low price, mobility, survivability and offensive power you won't find anything better.
The only real issue with him is that he needs Nob Bikerz to remain survivable, but they're a close second as my favorite unit in the army. Mine roll around with the Warboss in a stupid fast death star, eating las cannon and melta shots for breakfast and pooping out power klaw attacks.
I would like to second this statement. I have been using the Biker Boss in every game since 6th dropped (And nerfed my beloved Kanwall) and he is the single most effective model I have ever used. I run him in 5-6 ork Nob biker deathstars, with 3-5 Big Shoota Koptas, Solo LOS-ing behind Battle Wagon Konvoy, and even just straight up the center with nothing but his 4+ smoke cloud. He has never disappointed me. Not once.
Also, I scratch built him, so there is a huge sense of personal investment when he kicks somethings ass.
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![[Post New]](/s/i/i.gif) 2013/01/16 19:13:38
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Maniacal Gibbering Madboy
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taudau wrote:Grot bombs are pretty silly if used en masse with allied death korps ( 2-3 earthshaker battery + two or more tunnelling things) :(
Heh, a lot of things that Orks have and do are silly, but that's why we love 'em, right?
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![[Post New]](/s/i/i.gif) 2013/01/16 19:26:37
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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Anyone seeing anything new in the Ork FAQ?
Seems to be exactly the same minus Zog's change.
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2940049a_Orks_v1.2_JANUARY13.pdf
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![[Post New]](/s/i/i.gif) 2013/01/16 19:37:36
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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Ya nothing but Zog clarification but then that brings up weather or not when he rolls a 1 twice if he can resolve frazzle over himself.
One big thing I noticed in the brb faq is that there are no cover saves from vector attacks =( no more ignore cover stuff pls =)
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![[Post New]](/s/i/i.gif) 2013/01/16 20:58:29
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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Yeah basically says since zogwort is bs 0 he cannot use any of the powers that require bs, and he doesn't get a free reroll so he can get something he can actually use.
So basically gw gave old zogwort the finger, as if the poor old git didn't need it anyways.
The only other thing that really affects us is the bcan only kill whats in range" thing. It means that a well spread unit of boyz can never be wiped by a squad of flamers for example, because the flamers can't kill the guys in the back. This could be a very good change for orks.
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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) 2013/01/16 21:56:19
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Maniacal Gibbering Madboy
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MrMoustaffa wrote:Yeah basically says since zogwort is bs 0 he cannot use any of the powers that require bs, and he doesn't get a free reroll so he can get something he can actually use.
So basically gw gave old zogwort the finger, as if the poor old git didn't need it anyways.
The only other thing that really affects us is the bcan only kill whats in range" thing. It means that a well spread unit of boyz can never be wiped by a squad of flamers for example, because the flamers can't kill the guys in the back. This could be a very good change for orks.
 That 'rule clarification' put out by GW makes no sense whatsoever. Old Zog can roll on the Wierdboy table, he's a Warphead that may re-roll the dice to see which psychic power he uses, but he can't re roll if the result is Frazzle or Zzap??? WTF??? Not to mention that the wording of the question pretty much implies that he now cannot officially use Frazzle or Zzap regardless of the autohit ability! Geez... Thanks GW for making our beloved Ork even more nerfed than ever before. Seriously, why the hell is Old Zog called "the greatest wierdboy ever" if he can't even do 33% of the standard Wierdboy abilities!?!?!?
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![[Post New]](/s/i/i.gif) 2013/01/16 22:06:33
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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Just ignore the FAQ. Some rules are just too fething stupid. Example,
Do markerlight hits count towards grounding tests for FMC?
yes.
Really? How exactly does a little non damaging laser pointer cause a 6 ton flying monster to crash into the fething ground?!
File that one under "ignore"
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![[Post New]](/s/i/i.gif) 2013/01/16 22:39:47
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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"Q: When making a Shooting attack against a unit, can Wounds from the Wound Pool be allocated to models that were not within range any of the shooting models when To Hit rolls were made (i.e. half the targeted model are in the shooting models’ range, and half are not)? (p15) A: No." So, am I reading this right? We can only kill stuff that's in range of our weapons when we are removing wounds?
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This message was edited 3 times. Last update was at 2013/01/16 22:45:56
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![[Post New]](/s/i/i.gif) 2013/01/16 22:55:26
Subject: 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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virx67 wrote:"Q: When making a Shooting attack against a unit, can Wounds
from the Wound Pool be allocated to models that were not within
range any of the shooting models when To Hit rolls were made (i.e. half the targeted model are in the shooting models’ range, and half
are not)? (p15)
A: No."
So, am I reading this right? We can only kill stuff that's in range of our weapons when we are removing wounds?
check the rules section, its up to 6 pages now  but it's looking like its a unit ability, so you can remove wounds from models up to the maximum distance your weapon has. so a mob of 20 shoota boys with a big shoota, all within 18" of just 1 model, can wound everyone in the enemy unit up to 36" away because of the big shoota. Give it a few days to settle down and everyone should have a good consensus.
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![[Post New]](/s/i/i.gif) 2013/01/16 23:02:31
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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Yeah, just found that thread and have been reading through the whole thing. They could have worded it a little better, though. Burna wagons are still viable if you upgrade one to a mek.
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This message was edited 1 time. Last update was at 2013/01/16 23:20:46
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![[Post New]](/s/i/i.gif) 2013/01/16 23:20:59
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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virx67 wrote:Yeah, just found that thread and have been reading through the whole thing. They could have worded it a little better, though.
Basically what it means is that in order to use things like burna boys and flamers without being useless, something with a long range weapon will need to be with them. Which means that In order for you to use those units without them being terrible, you have to "game" the system. Which feels really dirty to me. Get ready to see lots of tournament lists taking a token long range weapon though to ensure their weapons can actually kill things though.
Burnas will need a token mek with a big shoota.
A Shoota boy mob will need a token big shoota to double its killing range.
A guard blob will always take heavy weapons (as if they didn't anyways) to ensure they can kill things up to 48" away.
Sternguard with combiflamers will take a token heavy bolter or something so their flamers will be able to kill things further than 8" away, etc.
It's sad because the intent behind the rule is very good and would make the game a lot less abstract. The problem is the way it's worded doesn't really change much.
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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) 2013/01/16 23:25:37
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Big Mek in Kustom Dragster with Soopa-Gun
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i think i just realized something about trukk ramshackle i never knew...
was reading the new FAQ and saw this. I think it was there before i just didnt notice it:
Q: If I roll a Kaboom! result on the Ramshackle table, is the Trukk
removed and replaced with a similar sized area of difficult terrain after
any surviving passengers have disembarked? (p41)
A: Yes.
We still get to disembark? As in the full 6 inches? blehh....been screwin that over
Also:
Q. If a Trukk suffers a ‘Kareen!’ result, what happens if the random
movement forces it into friendly models or off the table? (p41)
A. The vehicle stops as soon as it comes into contact with
friendly models or the table’s edge.
Not enemy models? Can i tankshock with this?
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This message was edited 2 times. Last update was at 2013/01/16 23:27:55
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/01/16 23:31:28
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, did anyone else notice the whole "Reinforced Ram adds +2 to the Front Armour of a vehicle being hit by Death or Glory"? really nice, and makes Trukk or Looted Wagons a bit more viable as troop delivery systems, especially considering only models in the path of the ram/tank shock can attempt Death or Glory.
Take a Looted Wagon to transport things, Tank Shock through the edge of an enemy unit (avoiding the Powerfist or whatever in it) and laugh at the attempts to wound your new AV14 (or 13, or 12 or whatever). Automatically Appended Next Post: KingCracker wrote:Just ignore the FAQ. Some rules are just too fething stupid. Example,
Do markerlight hits count towards grounding tests for FMC?
yes.
Really? How exactly does a little non damaging laser pointer cause a 6 ton flying monster to crash into the fething ground?!
File that one under "ignore"
Your momma never told you not to point laser pointers in the air? "You'll blind some poor pilot, and the plane'll crash!"
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This message was edited 1 time. Last update was at 2013/01/16 23:32:02
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) 2013/01/16 23:49:58
Subject: 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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Vineheart01 wrote:i think i just realized something about trukk ramshackle i never knew...
Q. If a Trukk suffers a ‘Kareen!’ result, what happens if the random
movement forces it into friendly models or off the table? (p41)
A. The vehicle stops as soon as it comes into contact with
friendly models or the table’s edge.
Not enemy models? Can i tankshock with this? 
No, the Ramshackle rule tells you to stop 1" away from the enemy models
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![[Post New]](/s/i/i.gif) 2013/01/16 23:51:52
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Big Mek in Kustom Dragster with Soopa-Gun
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Rats lol that would be hilarious if i could tankshock with that.
"OUT OF DA WAYY!!!!" *Kaboom* "OK BOYZ! GET'm!"
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/01/17 00:05:24
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Maniacal Gibbering Madboy
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Vineheart01 wrote:i think i just realized something about trukk ramshackle i never knew...
was reading the new FAQ and saw this. I think it was there before i just didnt notice it:
Q: If I roll a Kaboom! result on the Ramshackle table, is the Trukk
removed and replaced with a similar sized area of difficult terrain after
any surviving passengers have disembarked? (p41)
A: Yes.
We still get to disembark? As in the full 6 inches? blehh....been screwin that over
Yup. Trukks are open topped so the Boyz just hop on out and keep movin' while theTrukk goes boom!  I've been using that to my advantage a lot, esp. with all of my Trukks having the Red Paint Job!
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