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![[Post New]](/s/i/i.gif) 2018/04/19 10:17:33
Subject: Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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I always bring 8 burnas to make room for stuff in trukks but really I don't think they have ever being useful. I fired at a character once and got 16 shots but only did like 1 wound. XD they look good though.
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![[Post New]](/s/i/i.gif) 2018/04/19 10:28:02
Subject: Ork FAQ changes.
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Locked in the Tower of Amareo
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lolman1c wrote:I always bring 8 burnas to make room for stuff in trukks but really I don't think they have ever being useful. I fired at a character once and got 16 shots but only did like 1 wound. XD they look good though.
Well chinork might help them. For one it's faster than trukk with 24" movement and fly. This can actually help with character sniping as if enemy is careless you can simply fly past him and ignore the character protection. Even if he's not careless that does affect how he deploys and moves.
10 burnas+skorcha from copter is 23.5 autohit(3.5 of those better than others) That worries marine commander.
Still not tournament-competive but maybe casual-okay to avoid simply 240 boyz spam.
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This message was edited 1 time. Last update was at 2018/04/19 10:28:51
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/19 10:39:42
Subject: Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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I think the DS nerf might wlrk if you could only DS you own zone on turn 1 but you coukd wlso move after that. That was you get the cover of DS but can also move. Because right now DS turn 1 is kinda useless.
Also I'm kinda sad they fully confirmed you can't repair on an open top vehicle. I know that was always the case but would have been a nice sneaky bonus for Orks and would encourage me to bring a mek on my vechiles. Right now I just leave Meks at home on the shelf and bring my big mek.
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This message was edited 1 time. Last update was at 2018/04/19 10:42:11
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![[Post New]](/s/i/i.gif) 2018/04/19 12:48:00
Subject: Ork FAQ changes.
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Longtime Dakkanaut
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Everything fun about our Ork army is basically dead, this FAQ really added a few nails into the coffin though.
On the plus side, they are attempting to market Chinorkz to us, finally making a vehicle with literally no roof an open topped vehicle.
Deep striking turn 1 significantly hampers my Ork army build (90 Kommandos teamed with 30 Jumped Boyz) So I guess I have to go back to the GW approved way to play Orkz which is to not take any vehicles at all and just field 300 Ork Boyz and some characters.
I am now at the point where I can't use more then 2/3rds of the different models I own because GW nerfed them so hard that even my friends don't want me to play with them because it basically makes the game a foregone conclusion. "Dude, please don't play your Kan List, I want this game to go beyond turn 3" or "What about taking a green tide list instead of those speed freakz, those bikers don't stand a chance against my gunline man".
I even tried taking a gun line army as a fun joke against my Tau buddy, the game ended turn 2 when I had lost over 1200pts to his 100.
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![[Post New]](/s/i/i.gif) 2018/04/19 13:44:35
Subject: Ork FAQ changes.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Did you know?
Nauts are transports and can thus be spammed as often as you want, despite the limitation.
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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. |
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![[Post New]](/s/i/i.gif) 2018/04/19 13:46:05
Subject: Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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SemperMortis wrote:Everything fun about our Ork army is basically dead, this FAQ really added a few nails into the coffin though.
On the plus side, they are attempting to market Chinorkz to us, finally making a vehicle with literally no roof an open topped vehicle.
Deep striking turn 1 significantly hampers my Ork army build (90 Kommandos teamed with 30 Jumped Boyz) So I guess I have to go back to the GW approved way to play Orkz which is to not take any vehicles at all and just field 300 Ork Boyz and some characters.
I am now at the point where I can't use more then 2/3rds of the different models I own because GW nerfed them so hard that even my friends don't want me to play with them because it basically makes the game a foregone conclusion. "Dude, please don't play your Kan List, I want this game to go beyond turn 3" or "What about taking a green tide list instead of those speed freakz, those bikers don't stand a chance against my gunline man".
I even tried taking a gun line army as a fun joke against my Tau buddy, the game ended turn 2 when I had lost over 1200pts to his 100.
I feel the bets way to play blood axe warband is to have a lot of dummies (cheap grots maybe with cheap vechiles (truuks arnt exsactly cheap but you get what I mean) and paint them all in camo. Then don't tell your opent how much stuff is in DS (should be a rule... Blood Axes are allowed to not tell their opponents how many kommandos they have in DS). Let them move um and wreck your stuff then start spamming every inch of the board with blood axe boyz!
The major issue I feel we face now is no way to counter snipers outside of hidding out characters. I onky ever used koptas or DS orks to stop snipers from killing my painboy and warboss on turn 1. Assassins are now free to dominate on turn 1 because opponents don't even need to worry about where they're placed or giving them a screen.
Automatically Appended Next Post:
Jidmah wrote:Did you know?
Nauts are transports and can thus be spammed as often as you want, despite the limitation.
They're not worth spamming.
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This message was edited 2 times. Last update was at 2018/04/19 13:49:13
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![[Post New]](/s/i/i.gif) 2018/04/19 15:15:31
Subject: Ork FAQ changes.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Not yet.
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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. |
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![[Post New]](/s/i/i.gif) 2018/04/19 16:35:16
Subject: Ork FAQ changes.
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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Have they the battlefield role of transports? Or is the 0-3 limit just based in the keyword <Transport>?
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Crimson Devil wrote:
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote:Forcing a 40k player to keep playing 7th is basically a hate crime.
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![[Post New]](/s/i/i.gif) 2018/04/19 16:54:52
Subject: Ork FAQ changes.
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Locked in the Tower of Amareo
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Jidmah wrote:Did you know?
Nauts are transports and can thus be spammed as often as you want, despite the limitation.
Nauts are heavy support. The exception is battlefield role. Nice try though. Would have been more useful on battlewagon for sado masochists though
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/19 18:43:41
Subject: Re:Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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BIG NEWS! We're safe boyz!
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![[Post New]](/s/i/i.gif) 2018/04/19 18:50:42
Subject: Ork FAQ changes.
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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The wording of the question makes the answer useless, because yeah, you can use them to redeploy in your first turn.
But can you redeploy outside your deployment zone? Or not?
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Crimson Devil wrote:
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote:Forcing a 40k player to keep playing 7th is basically a hate crime.
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![[Post New]](/s/i/i.gif) 2018/04/19 18:56:06
Subject: Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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Galas wrote:The wording of the question makes the answer useless, because yeah, you can use them to redeploy in your first turn.
But can you redeploy outside your deployment zone? Or not?
-_- it's pretty obvious what they mean. This is getting stupid... it's one thing having gw having rules that can be easily manipulated but they basically say it here but because they do not word it exsactly it is not good enough? Erghhhhhh. This is like playing monopoly with someone and them saying "Well they weren't clear on what I an do with my money so i'm turning it all in to buy the win the game house I made up... it doesn't say i can't do that!".
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![[Post New]](/s/i/i.gif) 2018/04/19 18:57:33
Subject: Ork FAQ changes.
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Decrepit Dakkanaut
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lolman1c wrote: Galas wrote:The wording of the question makes the answer useless, because yeah, you can use them to redeploy in your first turn.
But can you redeploy outside your deployment zone? Or not?
-_- it's pretty obvious what they mean. This is getting stupid... it's one thing having gw having rules that can be easily manipulated but they basically say it here but because they do not word it exsactly it is not good enough? Erghhhhhh. This is like playing monopoly with someone and them saying "Well they weren't clear on what I an do with my money so i'm turning it all in to buy the win the game house I made up... it doesn't say i can't do that!".
Agreed totally, but we need that precisely worded question to combat the TFGs willing to clobber us with rules. Of course there is a chance GW will rule the other way, too...
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![[Post New]](/s/i/i.gif) 2018/04/19 19:00:47
Subject: Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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Daedalus81 wrote: lolman1c wrote: Galas wrote:The wording of the question makes the answer useless, because yeah, you can use them to redeploy in your first turn.
But can you redeploy outside your deployment zone? Or not?
-_- it's pretty obvious what they mean. This is getting stupid... it's one thing having gw having rules that can be easily manipulated but they basically say it here but because they do not word it exsactly it is not good enough? Erghhhhhh. This is like playing monopoly with someone and them saying "Well they weren't clear on what I an do with my money so i'm turning it all in to buy the win the game house I made up... it doesn't say i can't do that!".
Agreed totally, but we need that precisely worded question to combat the TFGs willing to clobber us with rules. Of course there is a chance GW will rule the other way, too...
What in Mork name? How are we o the same side for once?
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![[Post New]](/s/i/i.gif) 2018/04/19 19:12:20
Subject: Ork FAQ changes.
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Decrepit Dakkanaut
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Because i'm like a mysterious ninja.
I otherwise try to drag people to the middle a lot, which gets me into trouble.
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![[Post New]](/s/i/i.gif) 2018/04/19 19:23:34
Subject: Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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Daedalus81 wrote:
Because i'm like a mysterious ninja.
I otherwise try to drag people to the middle a lot, which gets me into trouble.
I just enjoy trolling because a lot of the time I see most people here as virgin nerds who need to get lives. Oh wait... no, that's only when I get my computer mixed up with my mirror.
But no seriously, some people on this forums need to seriously pull their heads out of their own weirdboy hole. Not saying it's any of you guys but these last few days have been insane! Some of the things I have read remind me of my studies of the witch hunts... people outright just make up crap and attack anyone who says different. I know a few colleges who would love to study this forums for behaviours in hysteria, manipulation, masochism and insanity!
Also i'm Asian aparntly!
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This message was edited 2 times. Last update was at 2018/04/19 19:28:00
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![[Post New]](/s/i/i.gif) 2018/04/19 19:27:49
Subject: Ork FAQ changes.
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Locked in the Tower of Amareo
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lolman1c wrote: Galas wrote:The wording of the question makes the answer useless, because yeah, you can use them to redeploy in your first turn.
But can you redeploy outside your deployment zone? Or not?
-_- it's pretty obvious what they mean. This is getting stupid... it's one thing having gw having rules that can be easily manipulated but they basically say it here but because they do not word it exsactly it is not good enough? Erghhhhhh. This is like playing monopoly with someone and them saying "Well they weren't clear on what I an do with my money so i'm turning it all in to buy the win the game house I made up... it doesn't say i can't do that!".
But it's still not clear. ALSO source is 100% unofficial. Source themselves have noted that their answers are not to be treated as official rule answers. It's basically that guy's house rule.
Until GW puts up something OFFICIAL I have nothing official but the original FAQ which is unclear if opponent says "no". Then it comes to arqument using the original FAQ.
Would love to get Da Jump for sure but until clear answer comes from official source it's up for discussion with each opponent as currently only official thing is the original unclear ruling.
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This message was edited 1 time. Last update was at 2018/04/19 19:29:15
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/19 19:29:51
Subject: Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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tneva82 wrote: lolman1c wrote: Galas wrote:The wording of the question makes the answer useless, because yeah, you can use them to redeploy in your first turn.
But can you redeploy outside your deployment zone? Or not?
-_- it's pretty obvious what they mean. This is getting stupid... it's one thing having gw having rules that can be easily manipulated but they basically say it here but because they do not word it exsactly it is not good enough? Erghhhhhh. This is like playing monopoly with someone and them saying "Well they weren't clear on what I an do with my money so i'm turning it all in to buy the win the game house I made up... it doesn't say i can't do that!".
But it's still not clear. ALSO source is 100% unofficial. Source themselves have noted that their answers are not to be treated as official rule answers. It's basically that guy's house rule.
Until GW puts up something OFFICIAL I have nothing official but the original FAQ which is unclear if opponent says "no". Then it comes to arqument using the original FAQ.
You're on ork players so you're most likely older than the player... just give him a wedgie and tell him to toughen up acpnd accept the 30 boyz in the face.
If it's a woman you're playing against then no excuse! Orks treat everyone equal so make sure you also give them a wedgie and tell them to toughen up and accept the 30 boyz in the face!
(Just to be clear this is a joke, I do not condone hurting or harming your opponent no matter their gender).
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This message was edited 1 time. Last update was at 2018/04/19 19:31:54
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![[Post New]](/s/i/i.gif) 2018/04/19 19:41:09
Subject: Ork FAQ changes.
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Ork Boy Hangin' off a Trukk
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lolman1c wrote: Galas wrote:The wording of the question makes the answer useless, because yeah, you can use them to redeploy in your first turn.
But can you redeploy outside your deployment zone? Or not?
-_- it's pretty obvious what they mean. This is getting stupid... it's one thing having gw having rules that can be easily manipulated but they basically say it here but because they do not word it exsactly it is not good enough? Erghhhhhh. This is like playing monopoly with someone and them saying "Well they weren't clear on what I an do with my money so i'm turning it all in to buy the win the game house I made up... it doesn't say i can't do that!".
Agree 100%. This rule will also be used to deny units disembarking outside of their deployment zone turn 1.
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![[Post New]](/s/i/i.gif) 2018/04/19 19:56:53
Subject: Ork FAQ changes.
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Regular Dakkanaut
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I've looked, but for the life of me I can't find where the change to the Chinork is. Can someone point me at the correct faq?
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![[Post New]](/s/i/i.gif) 2018/04/19 19:58:32
Subject: Ork FAQ changes.
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Dakka Veteran
Colorado Springs
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Coh Magnussen wrote:I've looked, but for the life of me I can't find where the change to the Chinork is. Can someone point me at the correct faq?
https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/imperial_armour_index_xenos-1.pdf
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![[Post New]](/s/i/i.gif) 2018/04/19 19:59:11
Subject: Ork FAQ changes.
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Ork Boy Hangin' off a Trukk
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Coh Magnussen wrote:I've looked, but for the life of me I can't find where the change to the Chinork is. Can someone point me at the correct faq?
imperial armour: Xenos
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![[Post New]](/s/i/i.gif) 2018/04/19 20:44:21
Subject: Ork FAQ changes.
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Nurgle Veteran Marine with the Flu
Southern California
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Why are we all over the chinork's nuts all of a sudden?
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![[Post New]](/s/i/i.gif) 2018/04/19 20:53:39
Subject: Ork FAQ changes.
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Decrepit Dakkanaut
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Deepstriking open topped transport. Pop up with a bunch of tankbustas and let 'em loose.
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![[Post New]](/s/i/i.gif) 2018/04/19 21:14:16
Subject: Ork FAQ changes.
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Deadshot Weapon Moderati
MI
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Daedalus81 wrote:
Deepstriking open topped transport. Pop up with a bunch of tankbustas and let 'em loose.
Yup, the change to being open topped is why you are seeing the newfound popularity with the Chinork!
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![[Post New]](/s/i/i.gif) 2018/04/19 21:40:53
Subject: Ork FAQ changes.
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Locked in the Tower of Amareo
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Daedalus81 wrote:
Deepstriking open topped transport. Pop up with a bunch of tankbustas and let 'em loose.
Yeah. Deep strike on turn 2, unload rokkits and squigs and be safe.
I'm also interested in trying out might this make burna's if not super competive then at least casual-competive(local gaming group is fairly casual in power level). Before getting within range was hard. Now with 32" range for your burnas and fly to get past enemy(and drop some big bomms) that at least gets solved. Forces enemy also to take care of characters least you simply zoom next unloading average 23.5 flamer hit of various types. That actually threatens even marine commanders. (tank bustas could work for this as well and certainly might scare them more but for that fast you need to advance so tank bustas hit on 6+)
Hopefully my conversion works out decent enough to play the model! Might not be most competive choice but maybe not huge self-shooting anymore and gives some variety to 240+ boyz armies(which I struggle to play in 2h time...)
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/20 03:28:04
Subject: Ork FAQ changes.
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Battlefortress Driver with Krusha Wheel
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Ork-en Man wrote: lolman1c wrote: Galas wrote:The wording of the question makes the answer useless, because yeah, you can use them to redeploy in your first turn.
But can you redeploy outside your deployment zone? Or not?
-_- it's pretty obvious what they mean. This is getting stupid... it's one thing having gw having rules that can be easily manipulated but they basically say it here but because they do not word it exsactly it is not good enough? Erghhhhhh. This is like playing monopoly with someone and them saying "Well they weren't clear on what I an do with my money so i'm turning it all in to buy the win the game house I made up... it doesn't say i can't do that!".
Agree 100%. This rule will also be used to deny units disembarking outside of their deployment zone turn 1.
It also means that abilities outright designed to be used only on turn 1 (like the necron ca'tan stuff and scout stuff) would be arguably useless. Gw needs to just put out a confirmation already saying it's DS only and DS is when the unit doesn't start on the battlefield. Da Jump isn't even really alpha strike in my mind because you can only use it on 1 unit per turn which is pretty balanced.
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![[Post New]](/s/i/i.gif) 2018/04/20 05:42:07
Subject: Ork FAQ changes.
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Locked in the Tower of Amareo
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lolman1c wrote:
It also means that abilities outright designed to be used only on turn 1 (like the necron ca'tan stuff and scout stuff) would be arguably useless. Gw needs to just put out a confirmation already saying it's DS only and DS is when the unit doesn't start on the battlefield. Da Jump isn't even really alpha strike in my mind because you can only use it on 1 unit per turn which is pretty balanced.
Of course same thing will affect other units that allow same ability to be used more than 1 per turn.
Though to be fair one of those isn't particularly good as it is and other desperately needs help as it is.
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This message was edited 1 time. Last update was at 2018/04/20 05:42:40
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/20 05:53:05
Subject: Ork FAQ changes.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Scouts are used before turn 1 and thus unaffected by the new rule.
A 1 unit apha strike is still an alpha strike. Ten out of ten blood letter bombs would agree.
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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. |
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![[Post New]](/s/i/i.gif) 2018/04/20 06:38:37
Subject: Ork FAQ changes.
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Mekboy on Kustom Deth Kopta
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lolman1c wrote:
It also means that abilities outright designed to be used only on turn 1 (like the necron ca'tan stuff and scout stuff) would be arguably useless. Gw needs to just put out a confirmation already saying it's DS only and DS is when the unit doesn't start on the battlefield. Da Jump isn't even really alpha strike in my mind because you can only use it on 1 unit per turn which is pretty balanced.
This isn't aimed at you lolman because you actually have common sense but this is exactly what they have done with their fb answer. They say that the unit that has the power cast on it is already on the battlefield and has already satisfied the criteria of needing to enter in the deployment zone. I genuinely have no idea how people are still misunderstanding this outside of trolling.
E - GW also confirmed on fb that the C'Tan stuff was fine because they had already entered the battlefield...just like da jump and GOI.
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This message was edited 1 time. Last update was at 2018/04/20 06:41:33
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