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![[Post New]](/s/i/i.gif) 2012/09/28 20:00:48
Subject: Orks in 6th ed?
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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Ok so what is you opinion on the orks on 6th ed?
My opinion is that they have a massive boost (considering now Str 8 weapons can now do more damage than in 5th ed), yeah the troops (assault boyz) got nerfed with their loss in Int but thats why shoota boys have been cleared for a go-go on this, kanz are more effective in this edition and warlord traits give your Warboss a boost in a very nice way IMHO...
So whats your opinion on the matter? I would love to hear your opinions  .
cheers to all comments.
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Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2012/09/28 20:11:09
Subject: Orks in 6th ed?
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Ultramarine Master with Gauntlets of Macragge
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Shoota Boyz are better due to Overwatch, shooting at light flyers, glances on vehicles, and so on. Sluggas are less reliable due to the changes to Fleet and random charge distance, but these don't make them strictly worse. In general, Nobz in Boyz squads are a little worse off since if they're at the front they'll get gunned down fast, and challenges and selected targeting can take them out. Give them 'eavy armor all the time though.
Kans and Deff Dreads got worse due to changes to walkers (krak grenades eat them) and it's pretty easy to glance Kans to death. You can't tank shock and disembark anymore, so deffrolla wagons got nerfed unfortunately. Charging out of vehicles isn't much worse, but it's a little worse off.
Nobz and Nob Bikers were nerfed a but due to wound allocation shenanigans being all but removed, but this is a good thing. Wound allocation exploitation wasn't a good mechanic.
However, Lootas got better. They can move and shoot without a huge reduction in effectiveness, and also shoot down flyers really, really well. In addition, Dakkajets are absolutely awesome.
All in all, Orks did get nerfed, but aren't absolutely screwed or anything. There's even some room for allies with them to plug up any problems in the army. I'd knock them down a peg or two on the competitive ladder, but they aren't awful or anything.
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Check out my Youtube channel!
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![[Post New]](/s/i/i.gif) 2012/09/28 20:50:12
Subject: Orks in 6th ed?
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Crushing Black Templar Crusader Pilot
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My Orkz are quite dusty. I dont want to shoot with them. That is the extent of my 6th experience with the Boyz in Green.
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BLACK TEMPLARS - 2000 0RkZ - 2000 NIDZ - WIP STEEL LEGION - WIP
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![[Post New]](/s/i/i.gif) 2012/09/28 21:03:50
Subject: Orks in 6th ed?
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Perfect Shot Black Templar Predator Pilot
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What use/roll does the Dakkajet fill exactly? I have played against my Ork friend 3-4 times in 6th edition and always found it to do lack luster. Just curious!
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This message was edited 1 time. Last update was at 2012/09/28 21:05:06
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![[Post New]](/s/i/i.gif) 2012/09/28 21:07:23
Subject: Orks in 6th ed?
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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Its an Anti-monster/flyer/heavy infantry/Light tank Unit (its all to do with it being Str 6 and the amount of attacks it gives out).
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This message was edited 1 time. Last update was at 2012/09/28 21:07:36
Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2012/09/28 21:09:53
Subject: Orks in 6th ed?
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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Orks are, in general, about the same as they were in 5th. That is unless you ran a Kan Wall, in which case I do feel your pain.
So while some stuff did get worse: Kans, Kommandos, Wound Allocation Nobz etc, a lot of stuff got better such as: Battlewagons, Lootas, Shoota Boyz and the Dakkajet.
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![[Post New]](/s/i/i.gif) 2012/09/28 22:22:07
Subject: Re:Orks in 6th ed?
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Battlewagon Driver with Charged Engine
Between Alpha and Omega, and a little to the left
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Let's look at a few of the pros and cons of Orks in 6th compared to Orks in 5th
Pros:
No more fearless wounds
Overwatch (particularly wall of death)
Snap fire
Biker nobs are now far harder to kill
Open top doesn't add +1 to vehicle damage
Tankbuster now only have to fire on vehicles if they're in range
Flashgitz can now ignore fire when shooting
Hammer of wraith for warbikers and stomboys
jink save for warbikers and deffcoptas
Dakkajet
Cons:
Furious charge no longer gives +1 int
Random charge range
KFF no longer give vehicles +4 cover
+5 cover in general
Even intervening units (that includes kans)
Focus Fire
Snap Fire (particularly Wall of death
Cannot assault out of outflanking
Having to remove models from the direction of firers
Nobs losing wound shenanigains
Random charge range
Multi-assaulting loses charge attack and furious charge
Ghazghkull's Prophet of the Waaagh! still gives a 6" run, but fleet does not let you assault after running anymore
Battlewagons and looted tanks exploding is now str 4 (still 3 for trukks do to
Buggies and Kans have 2 hull points
Blast plates are now full strength vs vehicles even if they're not a direct hit
Barrage can snipe models
I'm sure there a few things I'm missing, but from what I can see, it feels like we gain a few bonuses for certain units in exchange for army wide nerfs and some units being sent to the shelf, along side greater fragility when we are already weak against shooting.
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![[Post New]](/s/i/i.gif) 2012/09/29 04:18:33
Subject: Orks in 6th ed?
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Resolute Ultramarine Honor Guard
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I would have voted different but same if that was an option.
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2012/09/29 05:47:36
Subject: Orks in 6th ed?
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Growlin' Guntrukk Driver with Killacannon
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The lists of the past have taken a hit. With overwatching and the changes to furious charge, combat is now a painful experience for da ladz.
However, I have found that the lesser used units are now worth taking. Tankbustas are useful, flashgits murder marines, and big gunz are silly due to the new artillery rules.
And, as was said above, the dakkajet is awesome. It provides a torrent of fire wherever you need it, and is BS 3 against all targets for cra_y stupid cheap.
All in all, if you try your old lists, it will be rough. Use the change in edition to flex some of the more atrophied muscles in our codex.
Orks are like cheap, old cheese: green and will kill you.
-cgmckenzie
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1500 pts
3000 pts
4-5k+pts
======Begin Dakka Geek Code======
DS:80-S+G++M+++B+IPw40k10#++D++A+++/hWD387R+++T(D)DM+
======End Dakka Geek Code====== |
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![[Post New]](/s/i/i.gif) 2012/09/29 05:47:37
Subject: Re:Orks in 6th ed?
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Stormin' Stompa
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Page 82. Open-topped Vehicles. The Vehicle Damage Table.
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"He died because he had no honor. He had no honor and the Emperor was watching."
18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000
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![[Post New]](/s/i/i.gif) 2012/09/29 06:06:44
Subject: Re:Orks in 6th ed?
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Battlewagon Driver with Charged Engine
Between Alpha and Omega, and a little to the left
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Well, don't I feel stupid. though that doesn't help Orks in any way (in addition, you can't assault out of a closed top vehicle without the assault vehicle rule. so Hard Case is an even more useless upgrade)
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This message was edited 2 times. Last update was at 2012/09/29 06:07:23
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![[Post New]](/s/i/i.gif) 2012/09/29 06:24:30
Subject: Orks in 6th ed?
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Fresh-Faced New User
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Orks with a few Necron allies that force night fight rules = Quite nasty.
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Armored Company since White Dwarf 296 and don't you forget it. |
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