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Made in gb
Longtime Dakkanaut




Zachectomy wrote:
I think the "sixes always hit" thing should be ork-specific. It's flavorful and honestly, ork shooting vs eldar reminds me of ork "planning" vs necrons/imhotek... they should be the foil for the arrogant elder races


Personally, I don’t see how always hitting on 6’s is “flavourful” in any way shape or form.

However, getting additional shots for free on 6’s IS flavourful and represents them just shooting more and more and more dakka.

Just because Eldar can currently counter Ork shooting via negative to hit modifiers isn’t reason enough to just introduce this for Orks alone. What about standard Guard units, or T’au units etc? Should T’au drones always hit on a 6 because they are also BS5 base? Should a Space Marine Stormtalon always hit on a 6, if, in the chance it has to move and is still outside of 12”, giving it a 7+ to hit on something with -3?

Fluff wise, the Eldar are a super-fast and graceful race in peace and war. They should be difficult to hit and require just mass fire to reliably bring them down. They are the ones usually foiling the Orks, especially when they foresee events and then influence them in their favour time after time.


However, from a game mechanic point of view, getting more shots on a 6 is pretty pointless if you can’t get the hit to start with. But, that said, there are plenty of instances across units and armies where you just think… “well that is pointless”.
   
Made in us
Krazed Killa Kan





Denver, Colorado

 BaconCatBug wrote:
Guys, you missed the most important part:

Hooray! Orks are now more accurate than anyone else against Eldar


Wait, GW listened to orks and gave us a good rule?

What's this strange feeling?

Is it hope?


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Roarin' Runtherd



New England

Kdash wrote:
Zachectomy wrote:
I think the "sixes always hit" thing should be ork-specific. It's flavorful and honestly, ork shooting vs eldar reminds me of ork "planning" vs necrons/imhotek... they should be the foil for the arrogant elder races


Personally, I don’t see how always hitting on 6’s is “flavourful” in any way shape or form.

However, getting additional shots for free on 6’s IS flavourful and represents them just shooting more and more and more dakka.

Just because Eldar can currently counter Ork shooting via negative to hit modifiers isn’t reason enough to just introduce this for Orks alone. What about standard Guard units, or T’au units etc? Should T’au drones always hit on a 6 because they are also BS5 base? Should a Space Marine Stormtalon always hit on a 6, if, in the chance it has to move and is still outside of 12”, giving it a 7+ to hit on something with -3?

Fluff wise, the Eldar are a super-fast and graceful race in peace and war. They should be difficult to hit and require just mass fire to reliably bring them down. They are the ones usually foiling the Orks, especially when they foresee events and then influence them in their favour time after time.


However, from a game mechanic point of view, getting more shots on a 6 is pretty pointless if you can’t get the hit to start with. But, that said, there are plenty of instances across units and armies where you just think… “well that is pointless”.


Yah i guess you don't get it. The whole point is you can't really evade their aim if they're not aiming in the first place. Classic ork "insane troll logic". Nothing like a poncy eldar pirouetting through the sky dodging and jinking only to get blasted off his bike by a cannon shot that some grot fired off by accident. But that's fine. Orks aren't for everyone.
   
Made in ca
Blood Angel Chapter Master with Wings






Sunny SoCal

Those speed freaks models are face meltingly good. GW upped their game so hard the past few years I kind of pity other companies. Incredible work.

   
Made in us
Dakka Veteran





Kdash wrote:
Zachectomy wrote:
I think the "sixes always hit" thing should be ork-specific. It's flavorful and honestly, ork shooting vs eldar reminds me of ork "planning" vs necrons/imhotek... they should be the foil for the arrogant elder races


Personally, I don’t see how always hitting on 6’s is “flavourful” in any way shape or form.

However, getting additional shots for free on 6’s IS flavourful and represents them just shooting more and more and more dakka.

Just because Eldar can currently counter Ork shooting via negative to hit modifiers isn’t reason enough to just introduce this for Orks alone. What about standard Guard units, or T’au units etc? Should T’au drones always hit on a 6 because they are also BS5 base? Should a Space Marine Stormtalon always hit on a 6, if, in the chance it has to move and is still outside of 12”, giving it a 7+ to hit on something with -3?

Fluff wise, the Eldar are a super-fast and graceful race in peace and war. They should be difficult to hit and require just mass fire to reliably bring them down. They are the ones usually foiling the Orks, especially when they foresee events and then influence them in their favour time after time.




However, from a game mechanic point of view, getting more shots on a 6 is pretty pointless if you can’t get the hit to start with. But, that said, there are plenty of instances across units and armies where you just think… “well that is pointless”.


You're right it should be hard to hit them and they SHOULD only be able to hit because of mass fire. However, I can take 5000 points worth of shooting units and you can take 1 unit with a -2 and my entire army cannot hit you, so massed fire is useless. Your statement is based on fluff ideas that don't work in game. The Dakka Dakka Dakka rule is necessary and always hitting on a 6 represents the mass fire that you so keenly said is the only way that orks should be able to hit eldar.
   
Made in us
Regular Dakkanaut





It's 100% fluffy, and necessary crunch wise.

God forbid Orks make it out of "okay" tier so soon after making it out of "complete and utter gak" tier, which only happened because of the changes to CC.
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Kdash wrote:
Zachectomy wrote:
I think the "sixes always hit" thing should be ork-specific. It's flavorful and honestly, ork shooting vs eldar reminds me of ork "planning" vs necrons/imhotek... they should be the foil for the arrogant elder races


Personally, I don’t see how always hitting on 6’s is “flavourful” in any way shape or form.


Because orks simply hold down the trigger and spray bullets everywhere... sometimes even towards the enemy. How would your fancy git tech or sneaky shennigans help when my units dont even try to aim but just spray wildly until they run our of ammo?

Also I dont really like the warboss tri-cycle. His pose is unnatural and very static.

I guess I am just being a negative nancy.. but I dont see how an extra shot 16% of the time on shots that hit 16% of the time is even worth the ink the rule is printed on. It would be way more legit if hit rolls of 6 auto added the extra shot.

This message was edited 3 times. Last update was at 2018/08/30 16:13:35


 
   
Made in gb
Fireknife Shas'el





Leicester

Kdash wrote:
If a flamer can auto hit a flying, supersonic jetfighter, then standard shooting should also be able to hit it on a 6.


I’d rather they made it that flamers can’t hit a flying, supersonic jet fighter, because that’s stupid and bypasses the “hard to hit” rule that jacks up the cost of the flyer. I really think that they ought to reinstate the old Apocalypse rule where anything shooting at flyers has to subtract 12” from it’s range, unless it’s a flyer itself.

Can’t wait for this release, I’m going to be soooo poor.

DS:80+S+GM+B+I+Pw40k08D+A++WD355R+T(M)DM+
 Zed wrote:
*All statements reflect my opinion at this moment. if some sort of pretty new model gets released (or if I change my mind at random) I reserve the right to jump on any bandwagon at will.
 
   
Made in gb
Longtime Dakkanaut




Don't get me wrong, i'm not saying Orks shouldn't be able to hit, i'm just saying that randomly firing off shots in the hope some hit doesn't lead you to having a higher chance to hit anything, and certainly doesn't give you a -set- chance to hit anything.

The extra shots on it's own does enough to represent the Orks "spraying and praying until they run out of ammo" perfectly fine. Just as a rule saying "every to hit roll of a 1 causes an automatic hit against the closest allied unit" would cover the Ork randomness.

As it stands i think negative to hit modifiers should be capped at -2, and then, only in limited instances, or, for a game wide 6=hit just like 1=miss.


Automatically Appended Next Post:
mhalko1 wrote:
Kdash wrote:
Zachectomy wrote:
I think the "sixes always hit" thing should be ork-specific. It's flavorful and honestly, ork shooting vs eldar reminds me of ork "planning" vs necrons/imhotek... they should be the foil for the arrogant elder races


Personally, I don’t see how always hitting on 6’s is “flavourful” in any way shape or form.

However, getting additional shots for free on 6’s IS flavourful and represents them just shooting more and more and more dakka.

Just because Eldar can currently counter Ork shooting via negative to hit modifiers isn’t reason enough to just introduce this for Orks alone. What about standard Guard units, or T’au units etc? Should T’au drones always hit on a 6 because they are also BS5 base? Should a Space Marine Stormtalon always hit on a 6, if, in the chance it has to move and is still outside of 12”, giving it a 7+ to hit on something with -3?

Fluff wise, the Eldar are a super-fast and graceful race in peace and war. They should be difficult to hit and require just mass fire to reliably bring them down. They are the ones usually foiling the Orks, especially when they foresee events and then influence them in their favour time after time.




However, from a game mechanic point of view, getting more shots on a 6 is pretty pointless if you can’t get the hit to start with. But, that said, there are plenty of instances across units and armies where you just think… “well that is pointless”.


You're right it should be hard to hit them and they SHOULD only be able to hit because of mass fire. However, I can take 5000 points worth of shooting units and you can take 1 unit with a -2 and my entire army cannot hit you, so massed fire is useless. Your statement is based on fluff ideas that don't work in game. The Dakka Dakka Dakka rule is necessary and always hitting on a 6 represents the mass fire that you so keenly said is the only way that orks should be able to hit eldar.


Alternatively, you could use those 5000 points of shooty units (which are also reasonable in melee) and charge them into the 1 unit with a -2 to hit when outside of 12" range. And if it is a flyer, well, technically i've then lost the game due to having no "boots on the ground".


Automatically Appended Next Post:
 Jadenim wrote:
Kdash wrote:
If a flamer can auto hit a flying, supersonic jetfighter, then standard shooting should also be able to hit it on a 6.


I’d rather they made it that flamers can’t hit a flying, supersonic jet fighter, because that’s stupid and bypasses the “hard to hit” rule that jacks up the cost of the flyer. I really think that they ought to reinstate the old Apocalypse rule where anything shooting at flyers has to subtract 12” from it’s range, unless it’s a flyer itself.

Can’t wait for this release, I’m going to be soooo poor.


I agree, either option is fine imo - but, this game doeesn't do logic, no matter how much my brain tries to make it so...

This message was edited 2 times. Last update was at 2018/08/30 16:27:45


 
   
Made in fi
Locked in the Tower of Amareo





 Sal4m4nd3r wrote:

Because orks simply hold down the trigger and spray bullets everywhere... sometimes even towards the enemy. How would your fancy git tech or sneaky shennigans help when my units dont even try to aim but just spray wildly until they run our of ammo?


Which isn't something only orks can do. If you can't see enemy but you know it's somewhere over there shoot.

Always hits on 6 needs to be core rule. That or be special rule for any faction that has any units that can in any situation go to 7+. Anything else is bad game design.

2024 painted/bought: 109/109 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

tneva82 wrote:
 Sal4m4nd3r wrote:

Because orks simply hold down the trigger and spray bullets everywhere... sometimes even towards the enemy. How would your fancy git tech or sneaky shennigans help when my units dont even try to aim but just spray wildly until they run our of ammo?


Which isn't something only orks can do. If you can't see enemy but you know it's somewhere over there shoot.

Always hits on 6 needs to be core rule. That or be special rule for any faction that has any units that can in any situation go to 7+. Anything else is bad game design.


Yeah, if a roll of a 1 always fails then a roll of a 6 should always succeed, unless specified otherwise.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in fr
Hallowed Canoness





 CthuluIsSpy wrote:
Yeah, if a roll of a 1 always fails then a roll of a 6 should always succeed, unless specified otherwise.

That or 7+ is rolling a six and rerolling and getting 4+, 8+ is 6 and rolling 5+, etc.

"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1 
   
Made in us
Dakka Veteran





Kdash wrote:
Don't get me wrong, i'm not saying Orks shouldn't be able to hit, i'm just saying that randomly firing off shots in the hope some hit doesn't lead you to having a higher chance to hit anything, and certainly doesn't give you a -set- chance to hit anything.

The extra shots on it's own does enough to represent the Orks "spraying and praying until they run out of ammo" perfectly fine. Just as a rule saying "every to hit roll of a 1 causes an automatic hit against the closest allied unit" would cover the Ork randomness.

As it stands i think negative to hit modifiers should be capped at -2, and then, only in limited instances, or, for a game wide 6=hit just like 1=miss.


Automatically Appended Next Post:
mhalko1 wrote:
Kdash wrote:
Zachectomy wrote:
I think the "sixes always hit" thing should be ork-specific. It's flavorful and honestly, ork shooting vs eldar reminds me of ork "planning" vs necrons/imhotek... they should be the foil for the arrogant elder races


Personally, I don’t see how always hitting on 6’s is “flavourful” in any way shape or form.

However, getting additional shots for free on 6’s IS flavourful and represents them just shooting more and more and more dakka.

Just because Eldar can currently counter Ork shooting via negative to hit modifiers isn’t reason enough to just introduce this for Orks alone. What about standard Guard units, or T’au units etc? Should T’au drones always hit on a 6 because they are also BS5 base? Should a Space Marine Stormtalon always hit on a 6, if, in the chance it has to move and is still outside of 12”, giving it a 7+ to hit on something with -3?

Fluff wise, the Eldar are a super-fast and graceful race in peace and war. They should be difficult to hit and require just mass fire to reliably bring them down. They are the ones usually foiling the Orks, especially when they foresee events and then influence them in their favour time after time.




However, from a game mechanic point of view, getting more shots on a 6 is pretty pointless if you can’t get the hit to start with. But, that said, there are plenty of instances across units and armies where you just think… “well that is pointless”.


You're right it should be hard to hit them and they SHOULD only be able to hit because of mass fire. However, I can take 5000 points worth of shooting units and you can take 1 unit with a -2 and my entire army cannot hit you, so massed fire is useless. Your statement is based on fluff ideas that don't work in game. The Dakka Dakka Dakka rule is necessary and always hitting on a 6 represents the mass fire that you so keenly said is the only way that orks should be able to hit eldar.


Alternatively, you could use those 5000 points of shooty units (which are also reasonable in melee) and charge them into the 1 unit with a -2 to hit when outside of 12" range. And if it is a flyer, well, technically i've then lost the game due to having no "boots on the ground".

'(


Well if charging is the solution then we are back to square 1. Why take any shooting units at all. I'll just charge instead. not to mention if this were a unit of Mek Gunz then charging isn't really an option. This rule is about shooting options being readily available and functional. If you even read the DDD rule in the italicized portion. The rule IS the justification for mass firing of shots.
   
Made in au
Lady of the Lake






tneva82 wrote:
 Sal4m4nd3r wrote:

Because orks simply hold down the trigger and spray bullets everywhere... sometimes even towards the enemy. How would your fancy git tech or sneaky shennigans help when my units dont even try to aim but just spray wildly until they run our of ammo?


Which isn't something only orks can do. If you can't see enemy but you know it's somewhere over there shoot.

Always hits on 6 needs to be core rule. That or be special rule for any faction that has any units that can in any situation go to 7+. Anything else is bad game design.


Most armies tend to have an ammo capacity to their guns or logistics to worry about though.

   
Made in us
Dakka Veteran





 n0t_u wrote:
tneva82 wrote:
 Sal4m4nd3r wrote:

Because orks simply hold down the trigger and spray bullets everywhere... sometimes even towards the enemy. How would your fancy git tech or sneaky shennigans help when my units dont even try to aim but just spray wildly until they run our of ammo?


Which isn't something only orks can do. If you can't see enemy but you know it's somewhere over there shoot.

Always hits on 6 needs to be core rule. That or be special rule for any faction that has any units that can in any situation go to 7+. Anything else is bad game design.


Most armies tend to have an ammo capacity to their guns or logistics to worry about though.


I like to think about it from a snipers point of view. If there was a squad of like 5 howling banshees that could cloak. They go invisible while advancing. The Sniper firing a shot at a time is less likely to hit them than the horde of orks just holding down the trigger. This scenario is the DDD rule and the sniper while very unlikely, is the now 7+ to hit. Even though I don't think any player has realistically had snipers hit 7+
   
Made in us
Fresh-Faced New User




The new warboss is awesome! I just hope the codex allows for some variety in what he carries, a warboss speeding around with Headwoppas Kill Choppa taking heads seems right stompy
   
Made in us
Battlewagon Driver with Charged Engine





Orks only ever hit anything because they beleive they can. They are (AFAIK) the only race that uses latent psychic powers to aim, something that makes them a natural enemy of Eldar.

To T'au gun drones ever believe they are going to hit something? I really don't think it is in their capacity to do so.

If there is less than 8.33% percent chance of hitting anything, it rounds to 0 on a D6. Without psycic powers I can see some tricky to hit things existing. If it is closer to zero than 1, it's a zero. As long as it isn't the whole army locked out from hitting another whole army, it's OK. Now with the Orks fixed, only sporadic and occasional units are penalized like this.

Regarding always hitting in combat...does anyone really think a rank and file fire warrior has a 1/6th chance to hit Lelith? That should be a zero as well.
   
Made in us
Battlewagon Driver with Charged Engine





I’ve never seen so many ork players butthurt over a rule that benefits them

This message was edited 1 time. Last update was at 2018/08/30 20:31:05


 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in fi
Locked in the Tower of Amareo





 JimOnMars wrote:
Orks only ever hit anything because they beleive they can. They are (AFAIK) the only race that uses latent psychic powers to aim, something that makes them a natural enemy of Eldar.

To T'au gun drones ever believe they are going to hit something? I really don't think it is in their capacity to do so.

If there is less than 8.33% percent chance of hitting anything, it rounds to 0 on a D6. Without psycic powers I can see some tricky to hit things existing. If it is closer to zero than 1, it's a zero. As long as it isn't the whole army locked out from hitting another whole army, it's OK. Now with the Orks fixed, only sporadic and occasional units are penalized like this.

Regarding always hitting in combat...does anyone really think a rank and file fire warrior has a 1/6th chance to hit Lelith? That should be a zero as well.


That fluff was indicated in codex ONCE in like 3rd ed as THEORY by in universum in character. The whole "orks believe so things work" is actually not all that strong canon thus...More if internet meme that has gone wild.

And you don't need to believe to hit. Just fire enough shots. Or blind luck.

And above all: Impossible to hit is BAD GAME DESIGN! Maybe less selfish "orks have been treated unfairly so let other now be unfairly treated in revenge!" attitude common with 3-4 year kids and more what is good for the game.

2024 painted/bought: 109/109 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Yeah I am sure the Vulture pilot accurately tries to shoot both his Punishers right on target, and not BRRRRRRRT the entire area, everyone should have the 6+ is auto hit rule

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Regular Dakkanaut





I think it's hilarious that it's becoming true that anything orks believe in becomes true, simply because we believe it to be true.

GW is not above playing into memes. This has been going on for two decades now, they gave Yarrick an eye that shoots lasers and justified it in fluff as him playing on the orks' fear that he has "an evil eye".

This message was edited 1 time. Last update was at 2018/08/30 21:42:39


 
   
Made in us
Powerful Phoenix Lord





I personally don't trust DDD because I think it's going to end up being far more powerful than initially expected. I hope they limit the units it is available only. If there are characters (or buffed units) which are firing strong weapons and hitting decently, but generating extra shots/hits on sixes, it'll end up being really obnoxious...and I suspect boyz will still be cheap and way too good for their cost. If used on heavy weapons it'll allow heavy weapons to hit on '6's and generate extra hits even if they're moving, and shooting at stuff with spells/buffs/cover, etc. I just "think" this will end up being more game-breaking than people are giving it credit for, unless it's applied very carefully.
   
Made in gb
Mekboy on Kustom Deth Kopta






 Elbows wrote:
I personally don't trust DDD because I think it's going to end up being far more powerful than initially expected. I hope they limit the units it is available only. If there are characters (or buffed units) which are firing strong weapons and hitting decently, but generating extra shots/hits on sixes, it'll end up being really obnoxious...and I suspect boyz will still be cheap and way too good for their cost. If used on heavy weapons it'll allow heavy weapons to hit on '6's and generate extra hits even if they're moving, and shooting at stuff with spells/buffs/cover, etc. I just "think" this will end up being more game-breaking than people are giving it credit for, unless it's applied very carefully.
I think you are wrong and should probably wait until there are results to support your theory.

This is nowhere near as powerful, for example, as the ability to "soup".

It is nowhere near as powerful as the ability to cancel a stratagem.
   
Made in us
Dakka Veteran





 An Actual Englishman wrote:

It is nowhere near as powerful as the ability to cancel a stratagem.


what has the ability to cancel a stratagem?

Edit 1: ... got the answer it's a 3CP strat for DE called agents of vect

This message was edited 3 times. Last update was at 2018/08/30 22:30:30


 
   
Made in us
Dakka Veteran




 Billagio wrote:
I’ve never seen so many ork players butthurt over a rule that benefits them


Players are hesitant because

* Always hitting on 6's should be a core rule, as a counterpart to Always missing on 1's. If anything, this as a base rule (sans the extra attack portion) will be added in 2018's Chaper Approved.
* DakkaDakkaDakka is a very marginal HIT increase; if you're against a -1, or more, to-hit; you have a 1/6 chance of hitting, and a 1/36 chance of getting a second hit. Every 100 shots = ~2.7 HITS - that still need to go through the Wound/Armor Save/FNP process.
* This is the key one:
** Due to the "additional firepower" DakkaDakkaDakka provides, GW is not likely to increase the baseline stats of the weapons themselves, or the important parts of the process that really matters = "If Ork players roll all 6's, it's we doubled their firepower for free!", "There's no way they need MORE buffs!".

DakkaDakkaDakka does nothing to solve the actual problems with Ork shooting - which is to say, quantity of shots, pricings, or the fact that even a -1 to-hit modifiers HALVES our shooting output. A 50% reduction on an EXTREMELY common modifier is no joke.

"But at least you have a chance to hit at all! Some factions can NO ability to hit at all, if the opponent stacks modifiers!" - What a brilliant game mechanic that is. At least those other armies only get their firepower -25% (3+), -33% (4+), or -50% (5+). Add on top a -1 to-hit penalty for moving, or a -1 to-hit penalty for Advancing and shooting...

Orks will always be at -1 to-hit. The "Evil Sunz" rumored Klan trait will help alleviate that - but it won't solve the core issues with the army, and with the game.

But hey, just need to roll all those 6's!

This message was edited 2 times. Last update was at 2018/08/30 22:47:43


 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





UK

Cool trike, cool trike.

Wonder if he comes with a base, other options and can be used on foot. Obviously I could convert but a man can dream can't he?

That shotgun pose reminds me of this:

https://www.youtube.com/watch?v=wPsJEtO86VI

lol

This message was edited 1 time. Last update was at 2018/08/30 23:00:00


   
Made in us
Been Around the Block





I've noticed that the warbikes have actually been rebased off of the old "pill" bases, and onto the bigger oval bases.

Kinda lucked out on that one, because I bought a big lot of bikes already based on these.

Is it a decent guess to say that Bikes might be good after the codex drop, since they're front and center for Speed Freakz?
   
Made in ca
Nasty Nob






tneva82 wrote:


That fluff was indicated in codex ONCE in like 3rd ed as THEORY by in universum in character. The whole "orks believe so things work" is actually not all that strong canon thus...More if internet meme that has gone wild.


Its actually pretty central in the beast arises, and featured in the fluff book with all thr dissection of xeno. It's recent and cannon, you just dont like it

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Longtime Dakkanaut




fe40k wrote:
 Billagio wrote:
I’ve never seen so many ork players butthurt over a rule that benefits them


Players are hesitant because

* Always hitting on 6's should be a core rule, as a counterpart to Always missing on 1's. If anything, this as a base rule (sans the extra attack portion) will be added in 2018's Chaper Approved.
* DakkaDakkaDakka is a very marginal HIT increase; if you're against a -1, or more, to-hit; you have a 1/6 chance of hitting, and a 1/36 chance of getting a second hit. Every 100 shots = ~2.7 HITS - that still need to go through the Wound/Armor Save/FNP process.
* This is the key one:
** Due to the "additional firepower" DakkaDakkaDakka provides, GW is not likely to increase the baseline stats of the weapons themselves, or the important parts of the process that really matters = "If Ork players roll all 6's, it's we doubled their firepower for free!", "There's no way they need MORE buffs!".

DakkaDakkaDakka does nothing to solve the actual problems with Ork shooting - which is to say, quantity of shots, pricings, or the fact that even a -1 to-hit modifiers HALVES our shooting output. A 50% reduction on an EXTREMELY common modifier is no joke.

"But at least you have a chance to hit at all! Some factions can NO ability to hit at all, if the opponent stacks modifiers!" - What a brilliant game mechanic that is. At least those other armies only get their firepower -25% (3+), -33% (4+), or -50% (5+). Add on top a -1 to-hit penalty for moving, or a -1 to-hit penalty for Advancing and shooting...

Orks will always be at -1 to-hit. The "Evil Sunz" rumored Klan trait will help alleviate that - but it won't solve the core issues with the army, and with the game.

But hey, just need to roll all those 6's!


But on the other hand, Orks will never suffer more than a 50% loss of firepower ever, while guard and tau can easily lose 66% and marines with some prodding can lose 75% firepower. (assuming always hits on 6s)


Automatically Appended Next Post:
mhalko1 wrote:
 n0t_u wrote:
tneva82 wrote:
 Sal4m4nd3r wrote:

Because orks simply hold down the trigger and spray bullets everywhere... sometimes even towards the enemy. How would your fancy git tech or sneaky shennigans help when my units dont even try to aim but just spray wildly until they run our of ammo?


Which isn't something only orks can do. If you can't see enemy but you know it's somewhere over there shoot.

Always hits on 6 needs to be core rule. That or be special rule for any faction that has any units that can in any situation go to 7+. Anything else is bad game design.


Most armies tend to have an ammo capacity to their guns or logistics to worry about though.


I like to think about it from a snipers point of view. If there was a squad of like 5 howling banshees that could cloak. They go invisible while advancing. The Sniper firing a shot at a time is less likely to hit them than the horde of orks just holding down the trigger. This scenario is the DDD rule and the sniper while very unlikely, is the now 7+ to hit. Even though I don't think any player has realistically had snipers hit 7+


This whole logic falls apart when you apply it to one shot ork weapons (rokkits) and multishot imperial weapons (punisher cannons). So tell me, which has the greatest chance of getting lucky and hitting at least once?
You see, if we apply the 6s always hit to a big shoota and a sniper rifle, the big shoota is still 3 times as likely to hit at least once compared to the sniper rifle because it gets 3 attacks. But the sniper rifle still has a chance to get lucky. it's just that it gets fewer opportunities to get that chance.
Also, Tau Sniper Drones start at BS 5+ and need babysitters to get to BS 4+. They can feasibly get knocked down to BS 7+.

This message was edited 1 time. Last update was at 2018/08/31 01:59:45


 
   
Made in us
Dakka Veteran




But on the other hand, Orks will never suffer more than a 50% loss of firepower ever, while guard and tau can easily lose 66% and marines with some prodding can lose 75% firepower. (assuming always hits on 6s)


Yes, but using Orks BS5+ as the baseline; Space Marines start at 200% firepower, and Guard/Tau start at 150% firepower - never minding that all those armies have a plethora of easy ways to get a +1 to-hit (Devastator Captain, Overlapping Fields of Fire/Searchlight, Markerlights; etc). Also, -1 is an extremely common baseline; whereas -2/3/4 are much harder, and require more combinations to get.

So while Orks can lose "the least", they're also the easiest to reduce, in addition to having zero ways to regain lost shooting potential.

This whole logic falls apart when you apply it to one shot ork weapons (rokkits) and multishot imperial weapons (punisher cannons). So tell me, which has the greatest chance of getting lucky and hitting at least once?
You see, if we apply the 6s always hit to a big shoota and a sniper rifle, the big shoota is still 3 times as likely to hit at least once compared to the sniper rifle because it gets 3 attacks. But the sniper rifle still has a chance to get lucky. it's just that it gets fewer opportunities to get that chance.
Also, Tau Sniper Drones start at BS 5+ and need babysitters to get to BS 4+. They can feasibly get knocked down to BS 7+.


Meanwhile, "Getting Lucky" is NOT the counter to mathhammer. It's very easy to calculate expected outcomes. and if you're trying to say that Imperial shooting is weaker, well...

It's EXACTLY the reason that DakkaDakkaDakka will be overvalued by GW, leading to Ork shooting being sub-par in the codex - "Look at this army wide buff we gave them! All they have to do is roll 6's, and they get double firepower, for FREE!".

This message was edited 2 times. Last update was at 2018/08/31 03:04:07


 
   
 
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