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Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

So i had an idea today when i learned that even if my psykers had their own abilities i could replace that for ones in the book. Aside from me making 2 fatal mistakes, it worked beautifully.

15 lootas with a Weirdboy sitting within 12 inches with the Divination power Prescience. This gives those 15 lootas twin-link shots provided i dont botch my leadership. Stick him with either grots or lootas and his leadership is 10 so he usually passes.
I failed because of deployment, but that aside it was AWESOME. Those 15 lootas were scaring the everliving crap out of my necron friend since i was landing 60% or more of my shots on average.

I think im going to keep doing that lol that was hilarious. Yea the weirdboy was kinda wasted space otherwise, but 55pts to make 15 lootas twinlinked? Yes please.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Sadly weird boys can't roll for powers from the book codex powers only
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Vineheart01 wrote:
I wanted the MANz rather than nob pks in my shootas because they always get challenged out anyway, and most things i dont want to fight. MANz arent characters, the warboss is but you really wanna challenge him? lol unless you have hella good rolls or a LOT of hits you arent winning that challenge.



Against some armies yes. But the Boss is pretty easy to kill in others. Sides Im sure a Guard player would rather sacrifice a lowly Sgt. then let a boss tear ass through his platoon
   
Made in gb
Junior Officer with Laspistol





 KingCracker wrote:

Sides Im sure a Guard player would rather sacrifice a lowly Sgt. than let a boss tear ass through his platoon


You charged my blob with a killy IC? Cool, I have 4 sergeants to sacrifice. So yes. People would challenge the Warboss. Heh, I remember once I challenged Mephiston, the sergeant managed to survive a round. That was som awful rolling on Meph's part.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Exactly my point. 1 Death vs 6

This message was edited 1 time. Last update was at 2013/01/13 11:55:19


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Sinji wrote:
Sadly weird boys can't roll for powers from the book codex powers only


Wait where does it say this?

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Vineheart01 wrote:
Sinji wrote:
Sadly weird boys can't roll for powers from the book codex powers only


Wait where does it say this?


Thats not how it works. You must have permission to roll for the rulebook powers, not something that specifically says you can't.

Is there any place that gives orks permission? No, there is not.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Never found anything saying i need permission, and since i only own ork codex ive never read another race to see "Pick from the big rule book" or something like that.

Terrific, find something awesome and its illegal. Gogo idiotic codex

This message was edited 2 times. Last update was at 2013/01/14 00:20:59


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Idiotic codex that was written in 4th edition, long before the current magic crazyness, and that can STILL hang with new codices? Sure bud, idiotic
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

In the 40k rule book there is a list of races get to use what powers. It also has them listed in the FAQ's. Its fluffy for orks to not get any of the rule book powers because orks get there powers from Waaagh!!! not the warp.

I'm imagining Phil Kelly wrighting the new ork dex. The power of Waaagh!!! will instead of giving fleet for a turn generate Waaagh!!! tokens that will instead give speacial abilitys each turn in regular Phil Kelly Style. If its Ward all Orks will be T8 and have FNP for 3pts per model and will be able to kill Titans single handedly. We'll just have to wait and see.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I'd be pouring through my BRB right now if i wasnt at work, but i found a FAQ in my backpack for some reason. It says nothing about whether he can or cant take BRB spells. I admit since i previously thought he couldnt i only skimmed over Psykers in the BRB so their rules arent very strong in my head atm, but the only thing i remember it mentioning that the ork codex doesnt say is his mastery level (which would be one since he can only cast 1 spell a turn, its just random which one)

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

This is a permissive rules set. You must be told you can do something for you to be able to do it. The rulebook isn't a list of can'ts, Its a list of cans. If its not listed in the rules, you can't do it.

Just to be clear, each codex that is older than 6th edition will tell you what disciplines your codex's psykers may choose from. Alternativly, there is a handy reference card that comes with the Psychic Cards that GW sells.

Eventually, as codices get updates, they will tell you themselves what disciplines you can take.


Right now, Orks only get their own psychic powers and I forsee it staying that way.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Lame....i think giving Lootas twin-link is way better than any spell from the Waaagh.

Meh loota lines still nasty even without it.

EDIT: Got off work early and started reading the BRB and FAQs regarding psykers.

In the back of the book and the section on Psychic Powers, it says nothing about which race can have what powers. The BRB FAQ says nothing list-wise either. In fact, the ONLY thing i found was:

Q: Can psychic powers be mixed and matched from the psychic
disciplines and those found in the Codexes? (p418)
A: No. You may select from the psychic powers listed in the
Codex as normal or swap them for a number of rolls on the
psychic disciplines tables.


In the 40k rule book there is a list of races get to use what powers. It also has them listed in the FAQ's. Its fluffy for orks to not get any of the rule book powers because orks get there powers from Waaagh!!! not the warp.

Nothing sounds like a list you were talking about Sinji. As Grey Templar said i still cant since i dont have permission to (Nids FAQ states very clearly they can do it, for example), but please dont throw rules or charts at me that dont exist.

EDIT2: On a side note, do Weird boyz take Warp damage for double 1s and 6s? Seeing as how its not from the "warp"

This message was edited 2 times. Last update was at 2013/01/14 09:04:16


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

They are a psyker yes?
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Vineheart01 wrote:
Lame....i think giving Lootas twin-link is way better than any spell from the Waaagh.

Meh loota lines still nasty even without it.

EDIT: Got off work early and started reading the BRB and FAQs regarding psykers.

In the back of the book and the section on Psychic Powers, it says nothing about which race can have what powers. The BRB FAQ says nothing list-wise either. In fact, the ONLY thing i found was:

In the 40k rule book there is a list of races get to use what powers. It also has them listed in the FAQ's. Its fluffy for orks to not get any of the rule book powers because orks get there powers from Waaagh!!! not the warp.

Nothing sounds like a list you were talking about Sinji. As Grey Templar said i still cant since i dont have permission to (Nids FAQ states very clearly they can do it, for example), but please dont throw rules or charts at me that don't exist


Does this list help it was in a White Dwarf not the main rules
[Thumb - rj5ik.jpeg]

This message was edited 1 time. Last update was at 2013/01/14 13:39:40


 
   
Made in ca
Dakka Veteran





I've been running a Battlewagon with Nobz and a Painboy, 'Ard Boyz in trukks, shoota boyz on the ground, with 300-450 points of Kanz (2 or 3 units of 3 with Rokekts)

130 points for a Dakkajet with stuff. I don't lose many games.

I like to take a Big Mek with Shokk Attack Gun and camp some grots on a backfield objective (20 grots for 80 points and 95 points for the mek is a pretty effective unit with a 60" range)
   
Made in us
Maniacal Gibbering Madboy






Juneau, Alaska

Personally, I think that the Ork Wierdboyz abilities are far cooler than that in the BRB. But that's just me. Seriously: Roll a 6 and you get an extra WAAAGH! in addition to your normal one, even if it's on Turn 1? That's a lot of ground you can eat up with your footsloggers should you so choose.

On another/similar note; has anyone ever ran Old Zogwort? Is he even worth fielding?

"Orkses never loses a battle. If we win, we win, if we die, we die fightin' so it don't count. It we runs for it we don't die neither, cose we can come back for annuver go, see!"
-The Gospel according to Ork.

8000pts of WAAAGH!
Indiorkalypse Koltz - Ork BB Team

Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/546562.page#5955022
Blood Bowl P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/594998.page#6826981 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

If you are going to run a Wierd Boy Zoggy is a decent alternative.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

But don't his ranged attacks auto-miss because he has BS 0?
Or did they fix that?

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I believe its because of how Wierdboy powers are resolved. They just happen. The "shooting attacks" automatically hit so I think that overrules the automiss from BS0.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

I can't recall at the moment, but i believe there was a FAQ stating otherwise. But whatever, i think most of my local players will agree on the stupidity of it and allow him to use his powers..

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in gb
Member of a Lodge? I Can't Say






A buddy of mine plays orks and uses a kan wall in front of a green tide supported by bikes, KFF and /or a looted wagon with boom gun. It's quite effective.

“Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls.
The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does.
That is why we are the Eaters of Worlds, and the War Hounds no longer."
– Eighth Captain, Khârn 
   
Made in us
Maniacal Gibbering Madboy






Juneau, Alaska

Psykers are a leadership test to see if the power goes off and then its a D6 roll for the opponnent to "Deny The Witch". If the roll is unsuccessful then they Psyker just auto-hits. Lord knows I've been nailed with enough psyker abilities over the past month (I hate Necrons and their Zoggin' Mind Shackles BTW...)

So it's like Grey Templar said; the BS0 is really irrelevant in this case.

Although another question: Does Old Zoggy still get the Wierdboyz psyker abilities in addition to his special rules? The Ork Codex is a bit fuzzy on that.

"Orkses never loses a battle. If we win, we win, if we die, we die fightin' so it don't count. It we runs for it we don't die neither, cose we can come back for annuver go, see!"
-The Gospel according to Ork.

8000pts of WAAAGH!
Indiorkalypse Koltz - Ork BB Team

Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/546562.page#5955022
Blood Bowl P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/594998.page#6826981 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I believe so. His Squiggy power isn't a psychic power IIRC. Its just something he can do once a turn.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in nl
Longtime Dakkanaut





Vineheart01 wrote:
I wanted the MANz rather than nob pks in my shootas because they always get challenged out anyway, and most things i dont want to fight. MANz arent characters, the warboss is but you really wanna challenge him? lol unless you have hella good rolls or a LOT of hits you arent winning that challenge.


A lot of ork players fear the challenge but the forget you can only challenge/except when your "engaged". When I use my 3 battlewagons to rush towards the enemy I got the next units in the middle battlewagon:

-KFF-Mek with powerclaw
- warboss with mega armor
- 17 shootaboys with Powerclaw Nob

First turn flat out 18 inch and second turn I unload the orks in a conga-line with all the powerclaw characters somewhere in the middle. Normal shoota boys assault and characters stay back and dont get engaded so no challenge. With Fleet (waagh) you can alter your assault distance. Enemy got first Initiative step (most times) and moves 3 inch. Ork shoota boyz get their Initiative Step and move 3 inch. Then all powerclaw characters move in and have to get within coherence/engaged! At this time I got 13 powerclaw attacks that will precision strike with every 6 to hit!

Its tricky because it all depends on the Initiative values, terrain, overwatch, charge distance, etc..
   
Made in ca
Longtime Dakkanaut





Canada

Correct me if I'm wrong but only 1 challenge can be issued per combat regardless of how many turns it takes to resolve or if it is accepted. Would this work as a tactic for a Nob in a unit of boyz:

Charge and don't issue challenge. If one is issued deny challenge, don't fight with Nob, then group back into the fight and swing away with PK in subsequent assault phases

Seems like it would be effective especially with his I1 pile in move. Against most opponents you can stick around as long as you have 10 boyz left due to fearless (If you start with 30 you usually have way more). After this point your Nob can come into the fray and start Klawing away (staying at 2" from a B2B model also ensures he won't get knocked out from closest-to-closest casualties either)

On another point raised here, Warpheads are great as a secondary HQ. I play 1 at 1850 with my 2 Dakka Jet list and that extra Waaaagh is so worth it. Additionally, Ere we go is an excellent high-risk/reward power used with 25-30 Boyz that can be used to steal objectives, take linebreaker etc. I've done it a few times now and it's easier to pull off than a lot of people think, you just have to make sure to run and spread out after you land.




 
   
Made in us
Regular Dakkanaut




Concerning Zogwart I had asked this earlier on here and the tyranid faq was pointed out
Q: Can a Tyranid Broodlord (which has BS 0) use a witchfire psychic
power that doesn’t require a roll To Hit? If not, is he able to re-roll the
psychic power because he cannot use it? (p40)
A: No to both questions.
I think the weird boy powers are withfire as well I think Ol Zogwart needs and FAQ entry.
   
Made in ca
Longtime Dakkanaut





Canada

Oh another point for Warpheads, don't have my Dex with me but I believe Zap state it hits automatically, does this make it crazy powerful against flyers or is it barred from shooting at flyers specifically because it doesn't roll to hit?

 
   
Made in us
Regular Dakkanaut




Barred from hitting.
   
Made in us
Maniacal Gibbering Madboy






Juneau, Alaska

pepe5454 wrote:
Concerning Zogwart I had asked this earlier on here and the tyranid faq was pointed out
Q: Can a Tyranid Broodlord (which has BS 0) use a witchfire psychic
power that doesn’t require a roll To Hit? If not, is he able to re-roll the
psychic power because he cannot use it? (p40)
A: No to both questions.
I think the weird boy powers are withfire as well I think Ol Zogwart needs and FAQ entry.


Yeah, but the additional confusing notion about Zogwart is that on page 61 of the Ork Codex it has the special rule of "Warphead" listed for him. Roll back to page 36 for the Warphead Rule for Weirdboyz and it states that "Warpheads have more control over their powers than other Weirdboys. Each turn, a Wierdboy that has been upgraded to a Warphead may re-roll the dice to see which psychic power he uses"

So that tells me that A: Zoggy can use all of the Wierdboys' psychic powers and B: that Frazzle and Zzap do not require a BS roll as both abilities state that "if in range, that unit is automatically hit"

Either way, Zogwort does need more in the FAQs or GW just needs to release a new Ork Codex.

"Orkses never loses a battle. If we win, we win, if we die, we die fightin' so it don't count. It we runs for it we don't die neither, cose we can come back for annuver go, see!"
-The Gospel according to Ork.

8000pts of WAAAGH!
Indiorkalypse Koltz - Ork BB Team

Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/546562.page#5955022
Blood Bowl P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/594998.page#6826981 
   
 
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