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.
2014/05/28 17:53:37
Subject: Ork Daemonologists - What fun can we bring to da Waaaagh?
I've got a better one - try vortex, fail it, go in perils-hulk-mode and just smash the stuff yourself
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.
2014/05/28 17:54:28
Subject: Ork Daemonologists - What fun can we bring to da Waaaagh?
@Vineheart - where are you getting the idea that you're gonna perils multiple times a phase?
Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS.
2014/05/28 18:41:11
Subject: Ork Daemonologists - What fun can we bring to da Waaaagh?
Tactical_Genius wrote: @Vineheart - where are you getting the idea that you're gonna perils multiple times a phase?
Because its daemonology, non-daemons or GK suffer a perils on any doubles whether they were successful or not. Considering in order to cast reliably you need to harness 2-3 warp charges or severely risk never getting to cast that spell (as you can only cast once, whether you succeeded or not) thats one hell of a chance to roll a double of any number.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/05/28 18:57:23
Subject: Ork Daemonologists - What fun can we bring to da Waaaagh?
Tactical_Genius wrote: @Vineheart - where are you getting the idea that you're gonna perils multiple times a phase?
Because its daemonology, non-daemons or GK suffer a perils on any doubles whether they were successful or not. Considering in order to cast reliably you need to harness 2-3 warp charges or severely risk never getting to cast that spell (as you can only cast once, whether you succeeded or not) thats one hell of a chance to roll a double of any number.
Yes, but you can only cast two (or potentially 3) spells. If you cast on 2 dice, you only have a 1/6 chance of a double. 3 dice it's a lot more, but it's not gonna happen on every cast.
1 or 2 per phase *maybe*.
Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS.
2014/05/28 19:05:50
Subject: Ork Daemonologists - What fun can we bring to da Waaaagh?
Yes, but you can only cast two (or potentially 3) spells. If you cast on 2 dice, you only have a 1/6 chance of a double. 3 dice it's a lot more, but it's not gonna happen on every cast.
1 or 2 per phase *maybe*.
I did the math (I think correctly), and it's a roughly 45% chance that you won't perils with three dice.
"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring
Yes the numbers probably arent as bad as i am making it sound. I am speaking from my own experiences rolling such dice. Not statistics.
I just dont like the doubles cause perils thing. If they wanted it to be more dangerous to non-daemons or gk, it should have been doubles of 1s, 2,s and 3s on top of the 6s so at least theres a couple numbers of safety. Roll 5 dice to try and make sure you got the warp for Void and i'll be shocked if you didnt nuke yourself lol.
EDIT: Feth it im gonna run it friday lol. Grotsnik boyz blob with a warphead in it, so that way he gets some FNP rolls too (since thats usable against perils). Going to laugh if i get the +1 invul spell, 4++ FNP 30man blob of boyz....GL killing that lol.
This message was edited 1 time. Last update was at 2014/05/29 01:04:04
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/05/29 21:42:51
Subject: Ork Daemonologists - What fun can we bring to da Waaaagh?
easysauce wrote: also notice, the FAQ now doesnt remove the waaagh special rule from bikes.
have fun with fleet bikers !
I could totally see orks getting a + something to their perils roll too, based on somethign waaghy-orky to give them a decent shot at "hulking out"
Waagh! has always given fleet to infantry models only and specifically excluded the gretchin unit. The Waaagh! errata is only there to prevent confusion, no functional change.
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.
2014/05/29 22:53:41
Subject: Ork Daemonologists - What fun can we bring to da Waaaagh?
easysauce wrote: also notice, the FAQ now doesnt remove the waaagh special rule from bikes.
have fun with fleet bikers !
I could totally see orks getting a + something to their perils roll too, based on somethign waaghy-orky to give them a decent shot at "hulking out"
Waagh! has always given fleet to infantry models only and specifically excluded the gretchin unit. The Waaagh! errata is only there to prevent confusion, no functional change.
Fleet now affects charge distance, instead of just running, so the bikes can actually benefit from it now. One of the wonders of having a codex three editions out of date.
2014/05/30 07:29:55
Subject: Ork Daemonologists - What fun can we bring to da Waaaagh?
Irrelevant. The Waagh! does not give fleet to anything that's not an infantry model, no matter if it could benefit from it or not. Check you codex, it's right there.
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.
2014/05/30 07:36:31
Subject: Ork Daemonologists - What fun can we bring to da Waaaagh?
Zzap -> Vortex - I'd take a strength D blast over a melta hit any day, thank you. It also keeps jumping around afterwards, potentially
Playing this whenever you get a Vortex going should be mandatory.
Bonus points if you can get more than one off at a time in an army.
This message was edited 1 time. Last update was at 2014/05/30 07:36:57
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.