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![[Post New]](/s/i/i.gif) 2018/04/17 00:25:00
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Flashy Flashgitz
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Well it's a big deal. If there is a second level of a ruin, they will be in cover and totally fill the area to prevent charges. From an orks perspective that is basically immortal. If you've been playing like that already then you must have been having a bad time. I have been using the "wobbly model" rule to argue I am allowed up there, but no longer...
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![[Post New]](/s/i/i.gif) 2018/04/17 00:40:59
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Nasty Nob
Crescent City Fl..
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hollow one wrote:Well it's a big deal. If there is a second level of a ruin, they will be in cover and totally fill the area to prevent charges. From an orks perspective that is basically immortal. If you've been playing like that already then you must have been having a bad time. I have been using the "wobbly model" rule to argue I am allowed up there, but no longer...
I see what you mean. I've always played it as, if you cant\'t place your models then you can't end your move in combat. nothing like that has come up in my games yet this edition.
I guess units doing that need to be targets for mortal wound generating units. And auto hit weapons.
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The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
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![[Post New]](/s/i/i.gif) 2018/04/17 00:47:02
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Gargantuan Gargant
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That ruling is...quite concerning for me, as it does make stuff like oversized artillery and other units much harder for units like stormboyz to deal with.
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![[Post New]](/s/i/i.gif) 2018/04/17 01:22:55
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Flashy Flashgitz
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We received a very subtle buff in the smite rule, keep it on the hush. For the official smite rule: the fact that the warp charge value increases instead of reducing the dice roll allows us to get super smites more easily. And we are the best army at getting super smites, literally.
However, we are only allowed to take 3 weirdboys now. :(
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![[Post New]](/s/i/i.gif) 2018/04/17 01:30:03
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Nasty Nob
Crescent City Fl..
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hollow one wrote:We received a very subtle buff in the smite rule, keep it on the hush. For the official smite rule: the fact that the warp charge value increases instead of reducing the dice roll allows us to get super smites more easily. And we are the best army at getting super smites, literally.
However, we are only allowed to take 3 weirdboys now. :(
Wot? I thought that was only for competitive play not matched play. as in optional and up to any TO's.
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The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
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![[Post New]](/s/i/i.gif) 2018/04/17 01:37:07
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Krazed Killa Kan
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The reason my orks are still in boxes is because I'm still fretting over 5" movement speed.
Stormboyz are a thing but they don't synergize with a core boys mob, nor do they synergize with many troops, for example the Weirdboy.
I guess pairing them with bikebosses, painbikes and Zag is a thing, but it seriously agitates my brain thinking of all those clunkers moving up the board at different speeds and trying to remain in various buff circles.
Does anyone have a good battle report they'd recommend showing a list of stormboyz and boyz working together on a tournament size table?
This whole FAQ change just invalidated what I feared, which was Kommando - Da Jump turn 1 board saturation. I was really banking on that for getting out of the buff-bubble and footslog movement nightmare.
Turns out I was right to wait for the codex after all.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2018/04/17 01:37:09
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Ork Boy Hangin' off a Trukk
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So now that the chinork is open topped, what are your plans with it?
Does it make Burna boyz viable? I was thinking of filling one with burna boyz and doing a 24" move t1, dropping a bomm and burnin infantry. I contemplated doing the same with skorcha nobz but the high point cost might not be worth it if the chinork gets shot down.
Definitely loading one up with tankbustas for deepstrike. I've been struggling with vehicles to embark them on. Trukks were too squishy in my meta and supa-skorchas were good but there was some anti-synergy between the positioning I needed for tankbustas and the supa-skorcha.
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![[Post New]](/s/i/i.gif) 2018/04/17 01:42:52
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Krazed Killa Kan
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The math seems to show that Skorcha nobs have point for point better burnin.
S5 AP-1 with 3.5 shots vs MEQ 1.155
approx S4 with 4 shots (2 burnaboys) vs MEQ .66
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2018/04/17 01:55:24
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Tough-as-Nails Ork Boy
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Hmm no more jumping warpath boyz. Any ability that is buffed is lost after being removed and reset up on the battlefield according to main book FAQ
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![[Post New]](/s/i/i.gif) 2018/04/17 02:56:48
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Locked in the Tower of Amareo
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TedNugent wrote:Kommandos just took a huge nerf. Can only infiltrate in your deployment zone on turn 1 now, unless you want to wait until turn 2.
That also indirectly affects da jump, because in order to do so the unit being jumped would be completely isolated turn 1.
Grotsnik also just lost his dual- FNP (5+, 6+). Too OP in spite of being inferior to a 3++.
Big changes in my mind to how I was planning on structuring an Ork army (full back field arrival turn 1). Good thing I waited. I figured that would change.
Da jump also got nerfed to turn 2 arrival outside DZ...
I\m now debating is da jump even worth it. Do people use it much past turn 1?
And whether to convert kommandos or not now...Problem is now both jumped unit and kommandos are reliably usable by turn 3...
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/17 03:22:41
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Regular Dakkanaut
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Isn't da jump a psychic power? Why would that effect the deep strike nerf?
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![[Post New]](/s/i/i.gif) 2018/04/17 03:29:00
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Locked in the Tower of Amareo
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You remove unit from board and then set them up. Setting up on table on turn 1. Can do that on your DZ only.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/17 03:34:26
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Ork Boy Hangin' off a Trukk
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ballzonya wrote:Isn't da jump a psychic power? Why would that effect the deep strike nerf?
in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the
controlling player’s deployment zone (even if its ability would normally let it be set up anywhere).
Remove this unit from the battlefield, and then set it up
anywhere on the battlefield more than 9" from any enemy
models.
The ruling doesn't give an exception Da Jump, and refers to anything that sets up during any point in your first turn. Da Jump removes your units from the battlefield and then they arrive on the battlefield, if you do this in the first turn then they'll now have to be wholly within your deployment zone.
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![[Post New]](/s/i/i.gif) 2018/04/17 03:56:03
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Locked in the Tower of Amareo
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And with any sensible opponent he'll push his screen so far you would be in 2 turns walking closer anyway. About only use for da jump would be precisely to lure enemy closer to ease up t2 charge for your boyz. At least warphead is cheaper than kommando for that and can smite instead if da jump is useless
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/17 04:12:50
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Mysterious Techpriest
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Yeah boy, charge immunity!
feth this.
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![[Post New]](/s/i/i.gif) 2018/04/17 04:20:20
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Krazed Killa Kan
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RAI, I feel strongly that the ruling deals specifically with units arriving from reserves, hence why the section is titled "Tactical Reserves."
A unit that is on the board at the start of turn 1 is not "arriving" in that sense and it is not in reserves.
I think that this requires further clarification as written from the rules writing team, however, since some of the language is similar, (e.g. "set up").
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This message was edited 1 time. Last update was at 2018/04/17 04:21:24
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2018/04/17 04:23:38
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Mysterious Techpriest
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Turn 1 da jump is dead too:
Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons? A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.
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![[Post New]](/s/i/i.gif) 2018/04/17 04:37:14
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Krazed Killa Kan
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gak.
The struggle for finding a Greentide alternative continues.
So, what do you do with your Boy blobs now other than hike them up the board?
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2018/04/17 04:39:04
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Mysterious Techpriest
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??? You literally can't do anything else.
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![[Post New]](/s/i/i.gif) 2018/04/17 04:49:58
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Krazed Killa Kan
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Well, I guess I was thinking of Chinorks, Trukks, Wagons, Big Trakks, etc to get smaller units up the board in combination with faster units such as stormboys, warbikes, etc.
I just tend to believe that those units are inferior to full strength boy mobs. However the drawback to big boyz mobs is that they run at a different speed (5" per turn +D6" run) compared to those faster units which makes them seem like an odd pairing to me.
While Chinorks, Wagons, etc, might be inferior to pure footslogging orks, is their greater parity in terms of speed with stormboyz worth that loss of efficiency to warrant their inclusion to move a smaller core of boys up the board?
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2018/04/17 04:53:46
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Locked in the Tower of Amareo
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17" plus charge on t2 is decent shot of t2 assault which is where stormboyz are piling in as well. Trukks are way too expensive for the speed bump
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/17 07:24:40
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Fresh-Faced New User
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rvd1ofakind wrote:Turn 1 da jump is dead too:
Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons? A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.
I am not sure of that. Maybe it's because I am not a native Speaker but I think those are 2 separete questions and GW did not intend to nerf those psychic powers.
1. The nerf is for tactital reservers that apear on turn 1.
2. The questions you post is for the puropses of moving and firing heavy weapons, so you treat them as reinforcements but that does not mean that they are reinforcements for the purpose of using a psychic power.
It would be to much of a nerf since you don't get the up in the sky but on the battlefield were they have to take some Shooting on turn 1 (that does not happen to deep strike Units). So my Interpretation is that you only treat them as reinforcements for moving/Shooting purposes, not for deployment.
Do you agree?
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![[Post New]](/s/i/i.gif) 2018/04/17 07:42:40
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Locked in the Tower of Amareo
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Ming wrote: rvd1ofakind wrote:Turn 1 da jump is dead too:
Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons? A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.
I am not sure of that. Maybe it's because I am not a native Speaker but I think those are 2 separete questions and GW did not intend to nerf those psychic powers.
1. The nerf is for tactital reservers that apear on turn 1.
2. The questions you post is for the puropses of moving and firing heavy weapons, so you treat them as reinforcements but that does not mean that they are reinforcements for the purpose of using a psychic power.
It would be to much of a nerf since you don't get the up in the sky but on the battlefield were they have to take some Shooting on turn 1 (that does not happen to deep strike Units). So my Interpretation is that you only treat them as reinforcements for moving/Shooting purposes, not for deployment.
Do you agree?
Well if they didn't they need to alter wording. As it is Da Jump REMOVES unit from BATTLEFIELD and then you SET UNIT anywhere ON THE BATTLEFIELD.
Would love to be wrong. Hopefully it is just sloppy writing and GW releases patch quickly.
Also nothing in the answer indicates it's ONLY for that purpose.
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This message was edited 1 time. Last update was at 2018/04/17 07:43:20
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/17 07:54:06
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Assassin with Black Lotus Poison
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hollow one wrote:Well it's a big deal. If there is a second level of a ruin, they will be in cover and totally fill the area to prevent charges. From an orks perspective that is basically immortal. If you've been playing like that already then you must have been having a bad time. I have been using the "wobbly model" rule to argue I am allowed up there, but no longer... There's no rule saying you can't stack your models bases on your opponents bases when you charge....
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This message was edited 1 time. Last update was at 2018/04/17 07:54:19
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me. |
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![[Post New]](/s/i/i.gif) 2018/04/17 07:57:15
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Locked in the Tower of Amareo
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Sheesh somebody tries that one and game ends up instantly. No way I let anybody to put bases over my bases and my bases aren't even THAT superb painting.
Anyway game is permissive so there would need to be rule ALLOWING that rather than preventing it.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/17 08:01:52
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Assassin with Black Lotus Poison
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tneva82 wrote:Sheesh somebody tries that one and game ends up instantly. No way I let anybody to put bases over my bases and my bases aren't even THAT superb painting. Anyway game is permissive so there would need to be rule ALLOWING that rather than preventing it. When charging you must move your base to within 1" of the enemy models base. On top is within 1", so you have permission as nowhere says you can't and you are fulfilling the requirement for charging. There is also no rule saying you can't stack your own bases. Both of these rules existed in previous iterations of the game. GW is really bad at writing rules.
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This message was edited 3 times. Last update was at 2018/04/17 08:09:04
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me. |
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![[Post New]](/s/i/i.gif) 2018/04/17 08:02:46
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Flashy Flashgitz
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Yeah tneva, Malus was joking I think. And the rule isn't really up for debate, you can not charge them if they leave you no room to stand. It explicitly states as much.
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![[Post New]](/s/i/i.gif) 2018/04/17 08:06:25
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Assassin with Black Lotus Poison
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hollow one wrote:Yeah tneva, Malus was joking I think. And the rule isn't really up for debate, you can not charge them if they leave you no room to stand. It explicitly states as much. It was certainly tongue in cheek and I wouldn't actually do it unless the person was being a complete dick, but technically, rules as written, if you can place your models on your opponents bases, which is not expressly disallowed and is fulfilling the 'within 1"' requirement for charging, then there is room for you to place models!
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This message was edited 1 time. Last update was at 2018/04/17 08:17:20
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me. |
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![[Post New]](/s/i/i.gif) 2018/04/17 08:14:49
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Locked in the Tower of Amareo
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hollow one wrote:Yeah tneva, Malus was joking I think. And the rule isn't really up for debate, you can not charge them if they leave you no room to stand. It explicitly states as much.
Well we do have GW game where core rules specifically allowed that and indeed without house ruling was REQUIRED for some models to attack each other...
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/17 09:29:12
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Been Around the Block
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The new tactical reserves rule does not affect turn 1 Da Jump, because the unit was already on the battlefield. They don't 'arrive' on the battlefield.
Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the
controlling player’s deployment zone (even if its ability would normally let it be set up anywhere).
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