Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2012/08/07 18:02:51
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Guarding Guardian
|
Yes I admit I started playing Orks a bit back i am still a n00b at 40k and I loved Orks in 5th but in 6th I just wanted to pull my hair out. These tips really helped man. Also I have a bunch of friends that are imperial players and because the Allies thing there 'BATTLE BROTHERS" and we play 2v2's a lot. It really pisses me off because they only have each other as allies and during 2v2's my friend and I we get thrown aside. But here is where it getz funny They complained that my friend and i we work together too well so we need to stop playing as a team. But because of BATTLE BROTHERS for the Haderps out their they stopped complain and are basically begging us too be a team together now. man sixth really messed everything up now only certain people will play with each other.
|
Drinker of teas, eaters of muffins, leader of ninja wizards/witches, and a troll ;P
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/07 20:32:29
Subject: Re:Orks in the 6th Edition - Da' Times are a changing
|
 |
Ork Boy Hangin' off a Trukk
|
 Why would they say that you couldn't 2v2 against them? 2v2 never has allowed the 2-man team to use each others bonuses...Barring Dooming a unit...
I have always run with slugga/choppa boys, to ensure plenty of attacks that can actually hit the target... The shooting is just "meh" at best... But, now, shoota boyz became sweet, because we already are BS 2, and everything we have is Assault, except Deffguns... So, even though the Rapid-fire grinders can move and shoot, they now shoot worse than we do... So pbth-pbth-pbth MEQ boyo's!!!
|
" It says in the rules that if there are no models from one side left on the table, then that side has lost. What it DOESN'T say is that I can't pick my opponent's models up and throw them on the floor, so if I'm losing the game, all I have to do is pick my opponents models up and throw them on the floor, and then I WIN! YAY! Woohoo. Loophole: FOUND! "
by Sgt Sixkilla
13k WAAAGH!!! Skipphag
3k (Angels of Absolution); DV (Dark Angels); 3k (Fire Serpents - Salamander successor) & 2k Salamanders
75 (Death Korps)
3k (Kabal of the Twisted Razor), 4k Tau |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/08 07:46:27
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
Hubert1246 wrote:Yes I admit I started playing Orks a bit back i am still a n00b at 40k and I loved Orks in 5th but in 6th I just wanted to pull my hair out. These tips really helped man. Also I have a bunch of friends that are imperial players and because the Allies thing there 'BATTLE BROTHERS" and we play 2v2's a lot. It really pisses me off because they only have each other as allies and during 2v2's my friend and I we get thrown aside. But here is where it getz funny They complained that my friend and i we work together too well so we need to stop playing as a team. But because of BATTLE BROTHERS for the Haderps out their they stopped complain and are basically begging us too be a team together now. man sixth really messed everything up now only certain people will play with each other.
Ally rules have absolutely no impact on team games. Allies are a part of one players army, with limited access to units from another codex. Ally rules (including the classification as battle brothers) have absolutely no impact on the army another player fields, not matter whether it's friendly or not. So even if a space marine player is teaming up with his best buddy's blood angels, none of his ICs may join the other's player's units or benefit from abilities affecting models in his buddy's army. At the same time, a player can play Daemons teaming up with Grey Knights without drawback and anyone can team up with Tyranids.
Anything beyond that is a house rule and should be adjusted so that all players can have fun with whatever army they like.
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/08 11:21:15
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Decrepit Dakkanaut
|
Hubert1246 wrote:Yes I admit I started playing Orks a bit back i am still a n00b at 40k and I loved Orks in 5th but in 6th I just wanted to pull my hair out. These tips really helped man. Also I have a bunch of friends that are imperial players and because the Allies thing there 'BATTLE BROTHERS" and we play 2v2's a lot. It really pisses me off because they only have each other as allies and during 2v2's my friend and I we get thrown aside. But here is where it getz funny They complained that my friend and i we work together too well so we need to stop playing as a team. But because of BATTLE BROTHERS for the Haderps out their they stopped complain and are basically begging us too be a team together now. man sixth really messed everything up now only certain people will play with each other.
Yea Im still getting 5th and 6th mixed up. In 6th, Id move, run/WAAAGH! And charge. Now you dont do that, so Im so used to wanting to move, run charge. Instead its move, shoot some more, and charge with rerollable dice. It still gets me.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/08 18:56:23
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Tzeentch Aspiring Sorcerer Riding a Disc
|
KingCracker wrote:Hubert1246 wrote:Yes I admit I started playing Orks a bit back i am still a n00b at 40k and I loved Orks in 5th but in 6th I just wanted to pull my hair out. These tips really helped man. Also I have a bunch of friends that are imperial players and because the Allies thing there 'BATTLE BROTHERS" and we play 2v2's a lot. It really pisses me off because they only have each other as allies and during 2v2's my friend and I we get thrown aside. But here is where it getz funny They complained that my friend and i we work together too well so we need to stop playing as a team. But because of BATTLE BROTHERS for the Haderps out their they stopped complain and are basically begging us too be a team together now. man sixth really messed everything up now only certain people will play with each other.
Yea Im still getting 5th and 6th mixed up. In 6th, Id move, run/WAAAGH! And charge. Now you dont do that, so Im so used to wanting to move, run charge. Instead its move, shoot some more, and charge with rerollable dice. It still gets me.
Yes you do
|
Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k
If you think your important, in the great scheme of things. Do the water test.
Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/08 23:33:54
Subject: Re:Orks in the 6th Edition - Da' Times are a changing
|
 |
Decrepit Dakkanaut
|
Care to elaborate on "yes you do"?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/08 23:57:24
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Tzeentch Aspiring Sorcerer Riding a Disc
|
I put it in orange
You put 6th instead of 5th, you did get confused.
|
Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k
If you think your important, in the great scheme of things. Do the water test.
Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/09 00:14:51
Subject: Re:Orks in the 6th Edition - Da' Times are a changing
|
 |
Fresh-Faced New User
|
Orks are still good. took my 5th edition 1000 pt speed freaks list to a 6th ed tourney and mopped the floor with the lot. even with over watch there still wasnt enough bullets to stop the waaagh! i had to chase my tau opponent around the board and all that did was let him shoot at one unit while i ran him into another. ork ambushes for the win. trukks survive like they always did, long enough to get the boyz stuck in if your lucky, if not ram the little green bastards down there throat and give them something to shoot at while you rush the rest of the orks around the flanks. trukks are still fast and will get where you need them to be, just on the turn you need to assault remember you can only go 6". until then, flat out as you should have been from the start. trukks let you shape the battlefield. granting cover and forcing opponents to run around them to get to vital objectives. i ram everything with my trukks once the boyz dismount (even if it causes the trukk to explode, hell especially if thats the outcome). its funny and gives the enemy something else to focus on while the boyz beat the crap outta their warlord. its not the way it used to be, but assault aint dead. at least not for my speed freaks.
|
This message was edited 1 time. Last update was at 2012/08/09 00:15:22
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/09 19:00:42
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Decrepit Dakkanaut
|
loki old fart wrote:I put it in orange
You put 6th instead of 5th, you did get confused.
Ahhh that makes sense. I actually went and re read the rules after your post thinking I missed something there
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/09 19:57:59
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Land Raider Pilot on Cruise Control
|
20 Ork 'Choppa squads jumping out of Battlewagons have still been doing pretty well. Random assault range hurts, but with a Waaagh! activated, the range is actually much better on average than it was before. And Overwatch hurts a little, but it's ultimately not a huge deal thanks to them needing 6's. Challenges hurt the old gameplan of losing useless Boyz while the nob killed 3 Marines a round, but with careful charge positioning, he can still do some good damage before getting tangled in a Challenge. Not to mention that he can win challenges against a fair number of typical squads, and there's always LoS! which can help some of the time.
Overall, assaults need to be treated differently. Footslogging/Kan Wall lists were nerfed thanks to the cover save change. And Overwatch hurts a little. Bur other than that, cc Orks seem to be doing okay when they jump out of vehicles. Especially thanks to the changes to Glancing hits not stunning my vehicles anymore. And Warbosses are good challengers, and Nob squads can be particularly abusive with LoS! allocations.
I don't think assaults are dead for Orks in 6th.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/10 06:58:43
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
I wonder about this "careful positioning" thing. Whenever I try this, random charge lengths screw me over. There is no way of keeping your nob out of combat when you're charging 9"+. And if you plan for that, he has to stay out of combat because 2d6" +3" didn't bring him close enough. Do you block your nobz by moving boyz first? Even utilize vehicle to increase the distance the nob moves? Put him in the back of the unit and hope for the best?
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/10 13:53:10
Subject: Re:Orks in the 6th Edition - Da' Times are a changing
|
 |
Decrepit Dakkanaut
|
Agreed, yes you CAN get lucky and you CAN keep your Nob out of Challenge distance if your lucky, but really, this hasnt happened to me yet, and Im not expecting it to either. So far, EVERY SINGLE ASSAULT my nob has been in the challenge range. But lucky for me, the SM player that I normally play, doesnt like challenges at all and thinks they are really stupid, so, so far he hasnt issued ANY. Its been me doing the challenges
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/10 13:53:14
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
[ARTICLE MOD]
Fixture of Dakka
|
Jidmah wrote:I wonder about this "careful positioning" thing.
It's internet speak for "I don't play games against good opponents and therefore don't really understand what's going on." I agree with you - there is no magical position for the nob that ensures that he gets into combat while avoiding challenges.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/10 14:53:10
Subject: Re:Orks in the 6th Edition - Da' Times are a changing
|
 |
Angered Reaver Arena Champion
|
In other news at least nobs are still crazy with their wound allocation.
In a foot list my ork opponent runs a simple foot nob unit with a waaagh banner + pk, 5 normal dudes and a painboy. The wound allocation from look out sir makes this unit insane. Sure, the boys from the green tide have a hard time making it into CC, but those damn nobs take a lot of firepower to bring down too.
Nobs are still boss in 6th, even if assault isn't so strong anymore.
|
Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/10 15:32:22
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Brainy Zoanthrope
|
couple of queries - flash gits may not be so bad - ignores cover means no effect of nightfight or jink, and they do have limited AP2.
Are nobs with PK an auto take any more? They are more vulnerable, and don't do anything till assult. 1 pK nob = almost 7 shootaboys after all.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/10 17:36:34
Subject: Re:Orks in the 6th Edition - Da' Times are a changing
|
 |
Ork Boy Hangin' off a Trukk
|
I played a game against my friends marines as orks, and I was very hesitant to get my southwest into assault for the first 2 turns. Turn 3 happens and I had diminished his main squad of assault marines down to about 6-7 and I charged, lost none to overwatch, made my distance, killed all but 2, lost 2, and my nob beat his assault sargeant in a challenge. On his assault phase the orks finished them off and got the new awesome rule of D6" consolidation. That made them move 4" at the end of my enemy's assault phase, then I moved them 6" and proceeded to charge into his gunline and they did the same thing.
They performed well nonetheless, but it would have been impossible for me to bounce from unit to unit ain 5th, new d6" consol, and random charge range could be a blessing in disguise.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/11 00:38:19
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Decrepit Dakkanaut
|
RFHolloway wrote:couple of queries - flash gits may not be so bad - ignores cover means no effect of nightfight or jink, and they do have limited AP2.
Are nobs with PK an auto take any more? They are more vulnerable, and don't do anything till assult. 1 pK nob = almost 7 shootaboys after all.
I tried it a couple times already, and both times, I regretted not taking a PK nob in with my boyz. It sounds like a good idea because of challenges, and maybe your style will tell you to not PK them, but there were a few times each game I wished I had taken them. Specially against MC.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/11 02:54:43
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Stinky Spore
|
RFHolloway wrote: Are nobs with PK an auto take any more? They are more vulnerable, and don't do anything till assult. 1 pK nob = almost 7 shootaboys after all.
I'd say no, precisely because of the reasons you pointed out. It really depends how reliant you are on assaulting. I've actually had some success running BP-only Nobz with my Shoota Boyz (rarely have to deal with MC's at my local store, though). Not sure if I prefer that over the mad killing power of the PK Nob, though.
Also, with Hull Points, I've found normal Boyz on their own are a bit more reliable at glancing most vehicles to death before the PK can even strike. Just some food for thought.
Nobs with at least a Bosspole are still mandatory for me, though. One thing I've been doing is if I have a Warboss in a unit of Boyz, I use the Nob w/ BP to suck up (or possibly initiate) challenges, leaving my Boss free to share his five PK attacks with the rest! And even a bare-bones Nob isn't completely hopeless in a Challenge.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/21 08:57:13
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Flashy Flashgitz
|
Jidmah wrote:As a long as at least a single cannon is alive. If you put the gretchin in front of the kannon, your opponent has to shoot through 3 point T7 models (+cover) in order to harm them.
I have the rules in French here, so maybe there is a bad translation of that rule. But if I want to take advantage of the T7 of the kannon, I have to put the gretchin behind it, and not in front of. Could you please clarify?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/21 20:08:23
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Mekboy Hammerin' Somethin'
|
RedizDead wrote:I have the rules in French here, so maybe there is a bad translation of that rule. But if I want to take advantage of the T7 of the kannon, I have to put the gretchin behind it, and not in front of. Could you please clarify?
It doesn't matter where you put them the whole unit is toughness 7. But if you want your kannon to live you should put your gretchin in front so they take the shots first.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/22 00:41:59
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Land Raider Pilot on Cruise Control
|
General_Chaos wrote: RedizDead wrote:I have the rules in French here, so maybe there is a bad translation of that rule. But if I want to take advantage of the T7 of the kannon, I have to put the gretchin behind it, and not in front of. Could you please clarify?
It doesn't matter where you put them the whole unit is toughness 7. But if you want your kannon to live you should put your gretchin in front so they take the shots first.
Actually, I don't think this is correct. When a unit has multiple toughness values, you use the toughness value that is the majority of the target unit. So if you have 2 grots and one gun, you use the toughness of the grots, not the toughness of the gun.
Is there a FAQ ruling somewhere that says differently?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/22 17:37:35
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Longtime Dakkanaut
|
Please, read the new artillery rules which have excited ork players. toughness 7 everywhere apart from against cc.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/22 17:42:12
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Land Raider Pilot on Cruise Control
|
MFletch wrote:Please, read the new artillery rules which have excited ork players. toughness 7 everywhere apart from against cc. I see that now. Thanks. The whole squad uses the toughness of the artillery model, but wounds are still resolved against the closest model. Cool.
|
This message was edited 1 time. Last update was at 2012/08/22 17:42:58
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/08/22 20:42:24
Subject: Orks in the 6th Edition - Da' Times are a changing
|
 |
Flashy Flashgitz
|
Just great!
|
|
 |
 |
|