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![[Post New]](/s/i/i.gif) 2014/06/23 11:12:35
Subject: Ork rumours - First post updated 20th June
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Lead-Footed Trukkboy Driver
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Melcavuk wrote:It doesnt replace a weapon because its a relic, though it is a two handed weapon you essentially keep your twinlinked shoota, klaw and gain the relic aswell (nothing states it replaces stuff).
Also its 20 Points
Gives you a choice between striking last with the klaw or at initiative with the relic choppa (also its a bit khornate in fluff, who wouldnt love that)
So you could go:
Warboss, Mega Armour, Headwhompas Choppas, Da Lucky Stikk (145)
Or Warboss, Warboss Gazbag’s Blitzbike, Headwoppa’s Killchoppa, Da Lucky Stikk (140)
Second option doesnt come with the klaw or 2+, but does come with twinlinked AP3 shooting, higher toughness and a 18 inch turbo boost (3+ jink). Put the lucky this on both options since rerolling failed hits/wounds hoping for a rend is useful.
And none of it matters because you will get utterly destroyed by an Iron Hand's Chapter Master on Bike. /sigh.
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![[Post New]](/s/i/i.gif) 2014/06/23 11:21:53
Subject: Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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If we're using the "Can beat Iron Hands Chapter Master on Bike" yard stick then yes it sucks, but as a HQ choice its not bad for the rest of the games you arent facing that build.
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![[Post New]](/s/i/i.gif) 2014/06/23 11:30:13
Subject: Ork rumours - First post updated 20th June
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Grovelin' Grot Rigger
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If you put a Big Mek with Kustom Force Field and 19 Ork Boyz inside a Battlewagon, and the Battlewagon explodes, would the Big Mek and Ork Boyz get an invulnerable save?
When does the Big Mek stop being embarked?
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![[Post New]](/s/i/i.gif) 2014/06/23 11:35:27
Subject: Re:Ork rumours - First post updated 20th June
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Yellin' Yoof on a Scooter
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Luke_Prowler wrote:We know that the Waaagh! is now warboss specific, so I had a few questions abou that:
Are Waagh!s one per game or one per warboss? Could an Ork army have more than one Waagh! besides using the special FOC chart?
Does a Waagh! affect the entire army, or only the detachment the warboss is in?
In the special ork FOC chart, it lets you Waagh! each turn, but do you still need a warboss in the detachment in order to use it?
and an off question: do weirdboyz shooting attacks have the same "automaticly hits" rule like the ones in the 4th edition codex?
Those are really good questions can some one please answer those. I would like to know the answer to these too.
+Is speed freaks still viable? with the new mob rule?
lots of truks full of slugga boyz?
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"Orkses iz neva beaten in battle. If we win we win, if we die we die so it don't count as beat. If we runs for it we die neither, so we can always come back for anuvver go see!" |
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![[Post New]](/s/i/i.gif) 2014/06/23 11:38:38
Subject: Re:Ork rumours - First post updated 20th June
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Tough-as-Nails Ork Boy
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Unless I'm wrong, Waaagghh was returned to what it did in 5th Ed, but needs a warboss to be used. It'd say that's a buff, or at least a de-nerf.
Tankbusters are now not totally terrible at killing vehicles, although they can't explode a vehicle from range, only hope for a double immobilized or glance to death, and tankbusta bombs are now full blown meltabombs (really GW, you couldn't make an orky profile for them? I'm not really complaining, it's just that I didn't expect it to happen, at all) so in combat they will likely take as many, or more, points in casualties as the enemy vehicle is worth, due to the explodes result. They are also pretty rubbish at killing MEQ too, a boy with a big shoota is more cost efficient, has a longer range, and is better in every way once cover is factored in.
However, they are stupid good at killing MCs now. They were good when they could before, but now its been turned up to 11. Tyranids, fear for your armies, TMCbustas will now actually see the tabletop.
The first time a Daemon Prince gets tankhammered with S10 AP3, the lulz will reverberate through the heavens.
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![[Post New]](/s/i/i.gif) 2014/06/23 11:43:53
Subject: Ork rumours - First post updated 20th June
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Squishy Squig
England
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Zog Off wrote:If you put a Big Mek with Kustom Force Field and 19 Ork Boyz inside a Battlewagon, and the Battlewagon explodes, would the Big Mek and Ork Boyz get an invulnerable save?
When does the Big Mek stop being embarked?
Good question. I was wondering that myself. Can they take the 5++ save against the hits from the explodes result? I guess someone will have to unpick the steps and confirm at what stage they count as being disembarked.
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Play up Pompey! |
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![[Post New]](/s/i/i.gif) 2014/06/23 11:52:14
Subject: Re:Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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Musibatkhan wrote: Luke_Prowler wrote:We know that the Waaagh! is now warboss specific, so I had a few questions abou that:
Are Waagh!s one per game or one per warboss? Could an Ork army have more than one Waagh! besides using the special FOC chart?
Does a Waagh! affect the entire army, or only the detachment the warboss is in?
In the special ork FOC chart, it lets you Waagh! each turn, but do you still need a warboss in the detachment in order to use it?
and an off question: do weirdboyz shooting attacks have the same "automaticly hits" rule like the ones in the 4th edition codex?
Those are really good questions can some one please answer those. I would like to know the answer to these too.
+Is speed freaks still viable? with the new mob rule?
lots of truks full of slugga boyz?
The Waaagh ability can only be used by a Warboss who is your Warlord, therefore its once per game because you only get one warlord.
The ork FORMATION lets its warboss waaagh every turn, not the FoC, has to be used by the warboss in the formation, he has to be your warlord.
A roll of 1 on the Warlord chart gives a non-warboss the ability to call a Waaagh.
All friendly units made up entirely of models with the "ere we go" rules benefit in a waaagh, so will effect all detachments
Weird boy shooting attacks vary, the witchfires need to roll to hit, the beam is a beam, the template is a template and so on and so forth.
Since you arent looking to run fearless mobs anymore trukk boys are now not so much worse than large mobs, so its viable.
Buggies are cheap and awesome so a speed freak army is cool.
Exploding vehicle means the unit take the hits, then survivors are placed where the vehicle used to be. So by RAW I'd say they are still embarked when they take the hits, as they have yet to be deployed back onto the table.
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![[Post New]](/s/i/i.gif) 2014/06/23 12:03:02
Subject: Ork rumours - First post updated 20th June
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Nasty Nob
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Zog Off wrote:If you put a Big Mek with Kustom Force Field and 19 Ork Boyz inside a Battlewagon, and the Battlewagon explodes, would the Big Mek and Ork Boyz get an invulnerable save?
When does the Big Mek stop being embarked?
Isn't it irrelevant since the KFF only works against shooting and exploding vehicles aren't shooting?
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![[Post New]](/s/i/i.gif) 2014/06/23 12:05:51
Subject: Ork rumours - First post updated 20th June
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Flashy Flashgitz
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Bonzofever wrote:
I didn't think about SAG, I guess it could be fun  But the Big Mek would have a risk to roll poorly and not be able to protect the gunz anymore.
That is a risk, and the mek will only be able to take charge of one battery, in a list that doesnt go full gunline. Still this is where I plan to plant my mek, with some mek gunz which mesh with the SAG (likely smasha gunz).
ADL could be useful to protect either gunz (5+ cover) or grotz (no LoS) and have BS3 for Quadgun. I'm not sure though...
I thought the ADL still would provide a 4+ cover save. Anyways for an ork list with lots of dakka the ADL is adding a lot of protection = winning the gunfight.
I like the sound of Smasha Gun, avg. S7-8 with AP1 so +2 modifier to blow up tanks easily in one turn.
But that is not how it works. It's not a case of average, they roll individually and with 5 there is a good chance some of them will fire off high strength beams, which is what you need to put a dent into the front of a russ or similar.
But Traktor Kannonz are now the way to go against flyers and flying MCs, so...
Agreed, in the same breath I will say orks need something to use against heavy armour. Flyers have not been much of an issue for the boyz. Armoured tanks have been an issue.
As for infantry units, you can use frag Kanons (S5 AP5 Blast) to good effect. Maybe I could give Skorchas to one unit of Buggies, too?
Do you have the luxury to take traktor kannonz and kannonz? Other stuff in the armoury can shoot infantry.
Melcavuk wrote:
So you could go:
Warboss, Mega Armour, Headwhompas Choppas, Da Lucky Stikk (145)
Or Warboss, Warboss Gazbag’s Blitzbike, Headwoppa’s Killchoppa, Da Lucky Stikk (140)
Second option doesnt come with the klaw or 2+, but does come with twinlinked AP3 shooting, higher toughness and a 18 inch turbo boost (3+ jink). Put the lucky this on both options since rerolling failed hits/wounds hoping for a rend is useful.
You want an attack squig there won't you?
And thanks for the answer
Melcavuk wrote:The Waaagh ability can only be used by a Warboss who is your Warlord, therefore its once per game because you only get one warlord.
The ork FORMATION lets its warboss waaagh every turn, not the FoC, has to be used by the warboss in the formation, he has to be your warlord.
A roll of 1 on the Warlord chart gives a non-warboss the ability to call a Waaagh.
All friendly units made up entirely of models with the "ere we go" rules benefit in a waaagh, so will effect all detachments
 Ork formation + CAD here I come!
Weird boy shooting attacks vary, the witchfires need to roll to hit, the beam is a beam, the template is a template and so on and so forth.
Not so hot. He can't hit anything more than... any other ork can hit a barndoor.
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With love from Denmark
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![[Post New]](/s/i/i.gif) 2014/06/23 12:05:51
Subject: Ork rumours - First post updated 20th June
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Lead-Footed Trukkboy Driver
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Perfect Organism wrote: Zog Off wrote:If you put a Big Mek with Kustom Force Field and 19 Ork Boyz inside a Battlewagon, and the Battlewagon explodes, would the Big Mek and Ork Boyz get an invulnerable save?
When does the Big Mek stop being embarked?
Isn't it irrelevant since the KFF only works against shooting and exploding vehicles aren't shooting?
Depends on wording... What is the actual wording used?
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![[Post New]](/s/i/i.gif) 2014/06/23 12:19:51
Subject: Ork rumours - First post updated 20th June
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Grovelin' Grot Rigger
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I'm just trying to figure out the least expensive, least deadly way to get Ork Boyz to objectives - units of 30 Ork Boyz on foot or units of 20 Ork Boyz in a Battlewagon.
The thought of running Battlewagons without Kustom Force Fields gives me so much anxiety, but, with the 7th edition rules, we would have to buy one KFF per Battlewagon. That's expensive if you want to buy enough Battlewagon for target saturation!
I was trying to see if there were other benefits, like keeping the Ork Boyz safe when the Battlewagon explodes. If Perfect Organism is right about the wording, the answer seems to be "no."
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![[Post New]](/s/i/i.gif) 2014/06/23 12:22:41
Subject: Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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Weird boy only has 2 powers that are rolling to hit and one thats a blast. Obviously beam just hits and template does templatey stuff.
Attack Squig isnt needed with Da Lukky Stikk, squig gives a single reroll, Stick gives rerolls to wound, hit or saves, just dont fail 3 rerolls
KFF: The bearer, and all models within 6", receive a 5+ invulnerable save against any shooting attacks. If the bearer is embarked in a vehicle, then the vehicle receives a 5+ invulnerable save against any shooting attacks instead
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This message was edited 1 time. Last update was at 2014/06/23 12:29:51
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![[Post New]](/s/i/i.gif) 2014/06/23 12:31:01
Subject: Ork rumours - First post updated 20th June
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Longtime Dakkanaut
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Zog Off wrote:I'm just trying to figure out the least expensive, least deadly way to get Ork Boyz to objectives - units of 30 Ork Boyz on foot or units of 20 Ork Boyz in a Battlewagon.
The thought of running Battlewagons without Kustom Force Fields gives me so much anxiety, but, with the 7th edition rules, we would have to buy one KFF per Battlewagon. That's expensive if you want to buy enough Battlewagon for target saturation!
I was trying to see if there were other benefits, like keeping the Ork Boyz safe when the Battlewagon explodes. If Perfect Organism is right about the wording, the answer seems to be "no."
How about trukks? If you just want boyz to get to an objective, that's the way to go. The extra speed means you are more likely to reach some sort of cover, so that's more likely to get your ladz into capping position than a slow footslogging mob or a fire-magnet of a battlewagon.
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Waaagh an' a 'alf
1500 Pts WIP |
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![[Post New]](/s/i/i.gif) 2014/06/23 12:31:51
Subject: Ork rumours - First post updated 20th June
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Dakka Veteran
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Melcavuk wrote:
Attack Squig isnt needed with Da Lukky Stikk, squig gives a single reroll, Stick gives rerolls to wound, hit or saves, just dont fail 3 rerolls
i dont get that... you can reroll a wound, hit OR save. so that's ONE reroll per turn, how am i supposed to fail three times in a turn?
or can i reroll ALL wounds, hits OR saves?
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This message was edited 1 time. Last update was at 2014/06/23 12:33:01
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![[Post New]](/s/i/i.gif) 2014/06/23 12:33:12
Subject: Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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RedNoak wrote: Melcavuk wrote:
Attack Squig isnt needed with Da Lukky Stikk, squig gives a single reroll, Stick gives rerolls to wound, hit or saves, just dont fail 3 rerolls
i dont get that... you can reroll a wound, hit OR save. so that's ONE reroll per turn, how am i supposed to fail three times in a turn?
No you can choose to reroll ANY failed hits, wounds or saves (with this model). If however 3 of these rerolls fail again you are removed as a casualty.
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This message was edited 1 time. Last update was at 2014/06/23 12:33:30
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![[Post New]](/s/i/i.gif) 2014/06/23 12:39:21
Subject: Ork rumours - First post updated 20th June
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Grovelin' Grot Rigger
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Well, that confirms that. If the name of the game in 7th edition is getting those objectives secured, what would be the most survivable way of getting Troops onto objectives and staying on those objectives long enough to secure them?
A 30-strong unit of Ork Boyz on foot with a Kustom Force Field Big Mek and Painboy is pretty durable, but it's also pretty slow. I feel like they would take more hits getting to an objective, but would they be more likely to survive those hits?
A 20-strong unit of Ork Boyz in a Battlewagon with a Kustom Force Field Big Mek can get to objectives faster, so they would take less hits getting to an objective, but they are less durable without the Painboy. Also, that thing that makes them faster can kill them.
Thoughts, opinions? Ork Boyz in a Trukk is also an option, but I don't feel like 12 Ork Boyz have enough staying power to secure an objective.
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This message was edited 1 time. Last update was at 2014/06/23 12:40:09
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![[Post New]](/s/i/i.gif) 2014/06/23 12:41:37
Subject: Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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Bearing in mind that all units are now scoring (its just troops have objective secured), so units like Kans can be a reslient way of holding a back objective, 15 strong biker units can jink their way up on further objectives (same with 30 strong stormboyz units). Kommandos can outflank onto backfield objectives and use their steath to boost cover saves etc.
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![[Post New]](/s/i/i.gif) 2014/06/23 12:56:51
Subject: Ork rumours - First post updated 20th June
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Longtime Dakkanaut
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Zog Off wrote:
Thoughts, opinions? Ork Boyz in a Trukk is also an option, but I don't feel like 12 Ork Boyz have enough staying power to secure an objective.
12 'ard boyz with shootas. That's still 3 attacks on a charge or a nice hail of overwatch when being charged. 4+ isn't too great, but does the job against Bolters at least. Also, that trukk can be used as vis-blocker, 30 pts ain't too much for a mobile wall and as long as it's not exploding, it's a nice brick in the LOS.
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Waaagh an' a 'alf
1500 Pts WIP |
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![[Post New]](/s/i/i.gif) 2014/06/23 13:07:35
Subject: Re:Ork rumours - First post updated 20th June
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Oozing Spawning Vat
Denmark
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Hi,
Melcavuk, I'd like to ask you about Grotsnik. I've read in the collected leaked info post that the good doctor confers Fearless, Rampage and Feel no Pain. Could you tell a bit more about him? Like stat changes, wargear and armour, level of FnP, those sort of things. It would be absolutely spiffing if you would!
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This message was edited 1 time. Last update was at 2014/06/23 13:08:39
"Don't sweat the petty things and don't pet the sweaty things" - fortune cookie |
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![[Post New]](/s/i/i.gif) 2014/06/23 13:08:37
Subject: Ork rumours - First post updated 20th June
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Screamin' Stormboy
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Waaargh wrote:That is a risk, and the mek will only be able to take charge of one battery, in a list that doesnt go full gunline. Still this is where I plan to plant my mek, with some mek gunz which mesh with the SAG (likely smasha gunz).
I thought the ADL still would provide a 4+ cover save. Anyways for an ork list with lots of dakka the ADL is adding a lot of protection = winning the gunfight.
But that is not how it works. It's not a case of average, they roll individually and with 5 there is a good chance some of them will fire off high strength beams, which is what you need to put a dent into the front of a russ or similar.
Agreed, in the same breath I will say orks need something to use against heavy armour. Flyers have not been much of an issue for the boyz. Armoured tanks have been an issue.
Do you have the luxury to take traktor kannonz and kannonz? Other stuff in the armoury can shoot infantry.
Agreed, ADL should grant a 4+ cover save. It's a great option to protect some of the Mekgunz, even without Quadgun. I still need to figure out if the point cost is worth the investment when you already have KFF bubbles for 2+/5++ rerollable saves. Armoured tanks were an issue but the Codex seems to offer lots of options to deal with that, including Smasha Gunz; but are you sure they roll individually? Don't you roll once for Str for all the battery each turn? Also, I think Mel pointed out you can't have both Mega-Armour and SAG on your Big Mek, but KFF is allowed. You want more protection against shooting for your precious gunz.
My cousin used to play IG with Vendettas, so flyers remain a threat. I wonder if replacing Smasha Gunz with Traktor Kannonz would be best, because my buggies can deal with other tanks thanks to outflank. I yet have to decied something about that, too.
I don't understand what you're getting at with your last sentence. Kannons are dirt cheap, that's what allows you to have so much resilient firepower along with 15x Buggies in a sub-1500-point army. Yes, other stuff can shoot infantry, but 10x S5 blasts per turn sounds good enough to me. Plus you can reroll to hit once per game. I'd love to see Flashgitz in here too, they look fantastic, but they are costy HS choices because they need to be embarked and protected. I want to spam my ennemy with S8-10 shots while being able to have S5 blasts again infantry.
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Breknek Krashdaskull
(Kraknuk Pét'le Krane) |
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![[Post New]](/s/i/i.gif) 2014/06/23 13:13:14
Subject: Re:Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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Khtugg wrote:Hi,
Melcavuk, I'd like to ask you about Grotsnik. I've read in the collected leaked info post that the good doctor confers Fearless, Rampage and Feel no Pain. Could you tell a bit more about him? Like stat changes, wargear and armour, level of FnP, those sort of things. It would be absolutely spiffing if you would!
His points cost and stats are identical to the previous codex with the exception that his cybork body now gives 6+ fnp not an invul, which is rendered useless by his docs tools giving 5+ FNP. The FNP he confers on the unit is the standard 5+, he also confers fearless and rampage on the unit he joins.
he has his Urty syringe, cant take grot helpers (so from a FNP point of view worse than a painboy), and a power klaw and slugga.
For his cost I'd say 3 painboys are more worthwhile (each has 1 less wound than him and lower WS but you're using them for FNP, and then can take orderlies.
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![[Post New]](/s/i/i.gif) 2014/06/23 13:21:07
Subject: Re:Ork rumours - First post updated 20th June
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Oozing Spawning Vat
Denmark
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Melcavuk wrote:Khtugg wrote:Hi,
Melcavuk, I'd like to ask you about Grotsnik. I've read in the collected leaked info post that the good doctor confers Fearless, Rampage and Feel no Pain. Could you tell a bit more about him? Like stat changes, wargear and armour, level of FnP, those sort of things. It would be absolutely spiffing if you would!
His points cost and stats are identical to the previous codex with the exception that his cybork body now gives 6+ fnp not an invul, which is rendered useless by his docs tools giving 5+ FNP. The FNP he confers on the unit is the standard 5+, he also confers fearless and rampage on the unit he joins.
he has his Urty syringe, cant take grot helpers (so from a FNP point of view worse than a painboy), and a power klaw and slugga.
For his cost I'd say 3 painboys are more worthwhile (each has 1 less wound than him and lower WS but you're using them for FNP, and then can take orderlies.
Thank you. The collected leaked info post seems to be missing the 'Urty syringe rules, wotz it do?
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"Don't sweat the petty things and don't pet the sweaty things" - fortune cookie |
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![[Post New]](/s/i/i.gif) 2014/06/23 13:21:46
Subject: Ork rumours - First post updated 20th June
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Gargantuan Gargant
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Are there pics of the Relics in the Book ?
I
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![[Post New]](/s/i/i.gif) 2014/06/23 13:23:59
Subject: Re:Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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Catching up on reading the background, liked this part of Badrukks history "Some even claim that the Kaptin personally brought down a Freeblade Knight armed with nought but a hair squig and several inebriated Snotling"
Khtugg wrote: Melcavuk wrote:Khtugg wrote:Hi,
Melcavuk, I'd like to ask you about Grotsnik. I've read in the collected leaked info post that the good doctor confers Fearless, Rampage and Feel no Pain. Could you tell a bit more about him? Like stat changes, wargear and armour, level of FnP, those sort of things. It would be absolutely spiffing if you would!
His points cost and stats are identical to the previous codex with the exception that his cybork body now gives 6+ fnp not an invul, which is rendered useless by his docs tools giving 5+ FNP. The FNP he confers on the unit is the standard 5+, he also confers fearless and rampage on the unit he joins.
he has his Urty syringe, cant take grot helpers (so from a FNP point of view worse than a painboy), and a power klaw and slugga.
For his cost I'd say 3 painboys are more worthwhile (each has 1 less wound than him and lower WS but you're using them for FNP, and then can take orderlies.
Thank you. The collected leaked info post seems to be missing the 'Urty syringe rules, wotz it do?
4+ Poison, AP -
adamsouza wrote:Are there pics of the Relics in the Book ?
I
nope sorry, just descriptions of them really and their background.
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![[Post New]](/s/i/i.gif) 2014/06/23 13:24:22
Subject: Ork rumours - First post updated 20th June
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Foxy Wildborne
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2014/06/23 13:32:12
Subject: Re:Ork rumours - First post updated 20th June
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Longtime Dakkanaut
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Mel, can you tell me which units actually have LD above 7? Is it just characters at this point?
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![[Post New]](/s/i/i.gif) 2014/06/23 13:33:55
Subject: Re:Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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streamdragon wrote:Mel, can you tell me which units actually have LD above 7? Is it just characters at this point?
Warboss, Big Mek, Special Characters.
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![[Post New]](/s/i/i.gif) 2014/06/23 13:35:02
Subject: Ork rumours - First post updated 20th June
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Longtime Dakkanaut
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That's what I thought, thanks. Don't suppose I can bug you for the LD values they have? Trying to compile the math on old Mob Rule vs New. Annoyingly large number of variables to consider, especially with the new rule.
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![[Post New]](/s/i/i.gif) 2014/06/23 13:36:55
Subject: Ork rumours - First post updated 20th June
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Secret Inquisitorial Eldar Xenexecutor
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Boss is 9, Big Mek is 8. Everyone else is 7 except grots.
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![[Post New]](/s/i/i.gif) 2014/06/23 13:39:17
Subject: Re:Ork rumours - First post updated 20th June
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Grovelin' Grot Rigger
Germany
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Hey, new git here.
How much do boys cost now?
On the first page it says sluggas are down to 5 points and upgrading to shootas costs +1.
But somewhere else I read boys still are 6 points which makes shootaboys 7 points.
Also do trukks have any other special rule beside the very helpful 6+ pen to glance?
Like do they still only explode with S3 maybe, please?
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