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![[Post New]](/s/i/i.gif) 2013/02/27 04:13:49
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Calm Celestian
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Well, after 95 pages things have been discussed or covered. Most anything else like 'how to deal with this army' is likely a new thread/topic. I've been playing orks in a campaign lately and it's been fun playing at lower point levels than the meta normal. I how been playing with normal deff koptas though, not the tl rokkit ones and have had some success with them. Usually scouting them to redirect enemy fire.
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My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
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![[Post New]](/s/i/i.gif) 2013/02/27 06:43:45
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Growlin' Guntrukk Driver with Killacannon
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My Orks are tough as nails. 6th didn't hurt us one bit.
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![[Post New]](/s/i/i.gif) 2013/02/27 14:47:04
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Growlin' Guntrukk Driver with Killacannon
Denmark
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I've actually just started playing my Orks last thursday, right now just as allies for my IG, but later on I will definately play them on their own. I have learned that boarding planks on trukks can come in handy. Being able to move 13" (RPJ) and "assault" with a Warboss or PK Nob hurts like crazy on vehicles.
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![[Post New]](/s/i/i.gif) 2013/03/04 00:13:39
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Purged Thrall
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What do people think of putting lots of lootas on a Skyshield?
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![[Post New]](/s/i/i.gif) 2013/03/04 00:32:27
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Insect-Infested Nurgle Chaos Lord
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If you like driving your TO nuts, rock it...
The Skyshield rules aren't so tight, and mine had to houserule a few situations.
It will keep them alive and relatively unspoilt, but they're still abit fragile even then.
Put them in a BW ON a skyshield, with meks on board to repair damage, if you are going that route.
Go large, or go home  (and watch out for assaults..)
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2013/03/04 05:51:25
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Longtime Dakkanaut
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Ascalam wrote:Put them in a BW ON a skyshield, with meks on board to repair damage, if you are going that route.
And have an excuse ready when your opponent asks how a BW got up onto a skyshield
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![[Post New]](/s/i/i.gif) 2013/03/04 06:44:26
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Heroic Senior Officer
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Clang wrote: Ascalam wrote:Put them in a BW ON a skyshield, with meks on board to repair damage, if you are going that route.
And have an excuse ready when your opponent asks how a BW got up onto a skyshield 
Da Dook's uf 'azard jumped it up dere boss.
And now everyone realizes they need a "General Lee" Battlewagon.
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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) 2013/03/04 06:49:16
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Purged Thrall
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Ascalam wrote:If you like driving your TO nuts, rock it...
The Skyshield rules aren't so tight, and mine had to houserule a few situations.
It will keep them alive and relatively unspoilt, but they're still abit fragile even then.
Put them in a BW ON a skyshield, with meks on board to repair damage, if you are going that route.
Go large, or go home  (and watch out for assaults..)
That just blew my mind...
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![[Post New]](/s/i/i.gif) 2013/03/04 14:57:25
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Mekboy on Kustom Deth Kopta
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virx67 wrote:What do people think of putting lots of lootas on a Skyshield?
I did a league like that, most people just ended up ignoring the lootas and going after the easier targets.
Also make the argument that the shield grants a cover save as well. with the walls up it will block 25%+ of the lootas. The cover saves come in handy especially with night fighting. Ask for a 3+ cover from the wall, they'll usually counter with 5+, settle on 4+
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![[Post New]](/s/i/i.gif) 2013/03/04 15:28:13
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Flashy Flashgitz
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sirlynchmob wrote:
Also make the argument that the shield grants a cover save as well. with the walls up it will block 25%+ of the lootas. The cover saves come in handy especially with night fighting. Ask for a 3+ cover from the wall, they'll usually counter with 5+, settle on 4+ 
I thought it always granted a 3+ if the shields were up, isn't that in the brb?
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![[Post New]](/s/i/i.gif) 2013/03/04 15:40:22
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Mekboy on Kustom Deth Kopta
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Awesomesauce wrote:sirlynchmob wrote:
Also make the argument that the shield grants a cover save as well. with the walls up it will block 25%+ of the lootas. The cover saves come in handy especially with night fighting. Ask for a 3+ cover from the wall, they'll usually counter with 5+, settle on 4+ 
I thought it always granted a 3+ if the shields were up, isn't that in the brb?
pretty much, but the guys who run the league around here don't like it. They actually claim nothing counts as a fortification to grant the 3+ saves.
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![[Post New]](/s/i/i.gif) 2013/03/04 15:45:05
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Big Mek in Kustom Dragster with Soopa-Gun
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no, its a 4+ invul if walls are up.
I dont know how theres so many grey areas with it. seems pretty cut and dry to me.
Unfurled: Deepstriking units do not scatter and jetbikes/pack units do not take dangerous terrain tests.
This rule does not specify that only YOUR models take this benefit, since buildings are technically capturable by the opponent.
Furled: Grants all units on top of the Skyshield a 4+ invul.
These are separate rules, so the Deepstriking/no dangerous test doesnt happen if the invul is in effect.
Again, no friend or foe status is specified, both teams get the invul.
Nothing says attacks from within negate the invul, technically even CC the invul is in effect.
And you can deploy up there, you just wont get down. If its in your deployment and the model can sit up there its legal....but it aint moving otherwise lol
Personally i think the Skyshield is a complete WAAC move as its so crazy strong for 75pts and makes tank-line armies impossible. I will never take it, and unless i somehow get in a tourny that didnt ban it i wouldnt ever play anyone that took it either. 75 pts is way too cheap for what it does. Slap a few Russes up there and watch your enemy squirm as he cant fight back.
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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) 2013/03/04 16:46:53
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Mekboy on Kustom Deth Kopta
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Vineheart01 wrote:no, its a 4+ invul if walls are up.
I dont know how theres so many grey areas with it. seems pretty cut and dry to me.
With the walls up though, they also obscure 25% of the model to grant a cover save. which is also really cut and dry.
fortification 3+ cover
it grants a 4++
best save available.
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![[Post New]](/s/i/i.gif) 2013/03/04 16:55:55
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Alluring Mounted Daemonette
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I scratch built my skyshield landing pad, I originally planed the sides to be able to fold up and down but ended up making them static up, It does however have a nice ramp that goes up and down providing the model with a access point, and yes a waggon can fit up it
That said I only play casual and everyone I have actually used it with is good with
Ramp Down = Unfurled rules + access point (all units)
Ramp Up = Furled rules + no access for non skimmer, Jump, etc.
that being said
I would not think it would be too much of a stretch to agree one side of your GW skyshield has a ramp of some sort to provide an access point. as long as you and your opponent agrees which side it is before the game.
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![[Post New]](/s/i/i.gif) 2013/03/04 17:27:43
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Flashy Flashgitz
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Is it 4++ or 4+ cover? Those are two very different things. and the difference is my lootas surviving a helldrake
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![[Post New]](/s/i/i.gif) 2013/03/04 17:51:46
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Purged Thrall
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4+ Invul. Not sure about the cover, but what people are saying makes sense. Also, I believe that the invuln save is only vs shooting attacks, and excludes CC. I suppose it is a bit cheesy, but if you are fighting Necron Airforces, the previous incarnation of Screamer/Flamer spam, and other stupid lists, I think it's fair game. Or instead of lootas, possibly throwing on 9 Kannons could be interesting.
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This message was edited 2 times. Last update was at 2013/03/04 17:54:53
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![[Post New]](/s/i/i.gif) 2013/03/04 23:22:43
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Battlewagon Driver with Charged Engine
Ye Olde North State
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Clang wrote: Ascalam wrote:Put them in a BW ON a skyshield, with meks on board to repair damage, if you are going that route.
And have an excuse ready when your opponent asks how a BW got up onto a skyshield 
On-site construction.
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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) 2013/03/04 23:27:18
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Mekboy on Kustom Deth Kopta
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virx67 wrote:4+ Invul. Not sure about the cover, but what people are saying makes sense. Also, I believe that the invuln save is only vs shooting attacks, and excludes CC. I suppose it is a bit cheesy, but if you are fighting Necron Airforces, the previous incarnation of Screamer/Flamer spam, and other stupid lists, I think it's fair game. Or instead of lootas, possibly throwing on 9 Kannons could be interesting.
yes its only against "enemy shooting attacks" which makes wagons fun should they explode. is that friendly fire? enemy fire? neither? but the invuln will work even if the enemy is on the skyshield when they shoot.
9 kannons would be fun up there, T7 4++ grots
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![[Post New]](/s/i/i.gif) 2013/03/05 01:21:26
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Flashy Flashgitz
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This is such a great idea. Why not a full loota wagon AND kannons? Haha. Does it have an armor value? This isn't THAT ridiculous if all they have to do is blow up the landing pad....
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![[Post New]](/s/i/i.gif) 2013/03/05 01:28:22
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Mekboy on Kustom Deth Kopta
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Awesomesauce wrote:This is such a great idea. Why not a full loota wagon AND kannons? Haha. Does it have an armor value? This isn't THAT ridiculous if all they have to do is blow up the landing pad....
You can`t blow up the landing pad though, you can`t even shoot at it
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![[Post New]](/s/i/i.gif) 2013/03/05 01:48:25
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Flashy Flashgitz
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Ahhh, so that's why it's shenanigans
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![[Post New]](/s/i/i.gif) 2013/03/05 18:47:07
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Flashy Flashgitz
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I'm almost sure this is explained somewhere,.. but to be honest,... this thread has become way to big to search,.. sorry
What i'd like to be explained is....
10.) KFF is seeing favorable reviews despite the nerf. In particular, the ability to negate Focus Fire seems to be a large selling point. (Verified)
How does one come to this conclusion? Cant seem to find this in official faq,.. so it must be because of a rule that allows this rule ?
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This message was edited 1 time. Last update was at 2013/03/05 18:47:42
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![[Post New]](/s/i/i.gif) 2013/03/05 20:30:48
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Liche Priest Hierophant
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Focus Fire only really negates cover saves when they're given from terrain- that is, if a certain % of the squad is 'in cover'/can't be seen, you get a cover save. However, the KFF gives the WHOLE SQUAD a Cover save, regardless of how many are in the 'bubble'. That's never changed.
If 1 boy of 30 is within 6" of the KFF, the entire squad gets a 5+ cover save, even if there's nothing else on the board.
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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) 2013/03/05 20:31:30
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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5th God of Chaos! (Ho-hum)
Curb stomping in the Eye of Terror!
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Waaghboss Grobnub wrote:I'm almost sure this is explained somewhere,.. but to be honest,... this thread has become way to big to search,.. sorry
What i'd like to be explained is....
10.) KFF is seeing favorable reviews despite the nerf. In particular, the ability to negate Focus Fire seems to be a large selling point. (Verified)
How does one come to this conclusion? Cant seem to find this in official faq,.. so it must be because of a rule that allows this rule ? 
What's the dealio? The KFF gives every model within the unit a 5+ save, as long as one model of said unit is within 6" of the KFF.
ninja'ed.
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This message was edited 1 time. Last update was at 2013/03/05 20:32:00
Live Ork, Be Ork. or D'Ork!
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![[Post New]](/s/i/i.gif) 2013/03/06 09:30:13
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Flashy Flashgitz
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Right,.. i was thinking way to difficult here
Thanks for waking up my brain
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![[Post New]](/s/i/i.gif) 2013/03/07 21:21:05
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Longtime Dakkanaut
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the only "nerf" that I ever really saw from KFF (as I don't use buggies or kans so unsure about % based and vehicle squadrons, not sure if those rules changed)....
Is that if you have a squad of boys who only have 1 boy in range of KFF... with the new wound allocation rules about whoever is closest etc... you opponent could flank that unit with shooting from a small squad (to the 1 model withing KFF range as the closest due to pre measuring)... say a landspeeder with heavy bolter, killing that lone model that allowed that mob to be in range of KFF... then unloading on the rest of the squad (that is now out of KFF range) with rapid fire bolters, and the remainder of their arsenal.
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![[Post New]](/s/i/i.gif) 2013/03/07 22:04:42
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Fresh-Faced New User
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How does everyone feel about 'eavy armor on nob bikers? I know that they get the cover save, but im nervous about getting wounds in assualt. No armor saves just kinda scares me. Might just be my mind set since im use to running terms with my GK.
Thanks
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![[Post New]](/s/i/i.gif) 2013/03/07 22:14:50
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Insect-Infested Nurgle Chaos Lord
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You don't need it.
The Warbike gives you a 4+ cover AND 4+ armour
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2013/03/07 22:17:10
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Fresh-Faced New User
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Ascalam wrote:You don't need it.
The Warbike gives you a 4+ cover AND 4+ armour 
Thats great news!! thanks for the reply.
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![[Post New]](/s/i/i.gif) 2013/03/08 02:38:33
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Big Mek in Kustom Dragster with Soopa-Gun
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The day they "fix" the wording on KFF to only affect model by model is the day i'll shelf my converted KFF model for good. 6inch is way too damn short to go model by model, so i push the word UNIT quite heavily when using one.
Also, side note with the same issue, the #3 dice roll weirdboy spell Zzap says it autohits the unit not the model, and it just says Melta, not Melta 1 or whatever on the weapon type. Nothing in the FAQ changes this, except that it further makes me think its right because it says "they follow their own rules as specified in the codex"
Have i been using that spell wrong and causing only a single wound to a group of 5 dudes? Sounds a bit broken to cause Str10 Ap1 hits to an ENTIRE unit but thats the way the wording looks to me lol
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This message was edited 1 time. Last update was at 2013/03/08 02:43:08
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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