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rtb02 wrote: Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Well, yes, but the Ork Codex is more recent that the big FAQ and therefore supercedes it. The stratagem doesn't say anywhere that if you deepstrike T1 it has to be in your own deployment zone. Pretty big chance this gets FAQ'ed of course, but as it is you can call down a Gorkanaut 9" away from your opponent and charge it in T1. Then there's of course the RAW vas. RAI debate but with a 2 CP cost that's not entirely clear-cut either.
rtb02 wrote: Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Well, yes, but the Ork Codex is more recent that the big FAQ and therefore supercedes it. The stratagem doesn't say anywhere that if you deepstrike T1 it has to be in your own deployment zone. Pretty big chance this gets FAQ'ed of course, but as it is you can call down a Gorkanaut 9" away from your opponent and charge it in T1. Then there's of course the RAW vas. RAI debate but with a 2 CP cost that's not entirely clear-cut either.
All that means is that it'll get errata'd in the 2 week ork book faq. Don't rush out and build around anything questionable until at least that one comes out.
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016)
rtb02 wrote: Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Well, yes, but the Ork Codex is more recent that the big FAQ and therefore supercedes it. The stratagem doesn't say anywhere that if you deepstrike T1 it has to be in your own deployment zone. Pretty big chance this gets FAQ'ed of course, but as it is you can call down a Gorkanaut 9" away from your opponent and charge it in T1. Then there's of course the RAW vas. RAI debate but with a 2 CP cost that's not entirely clear-cut either.
All that means is that it'll get errata'd in the 2 week ork book faq. Don't rush out and build around anything questionable until at least that one comes out.
Agreed... 'cuz that's a disgustingly powerful tactic there.
Orks' general issue is the delivery system and even I think that pendulum swung a bit too far....
TedNugent wrote: Dakka rule isn't great simply because of Ork hit rates. They only hit on 5s or 6s. So you have to hit essentially on a 6, then a 5 or a 6.
E.g. the probability of a second hit is in the single digits.
That's a lot of overcomplication in your dice rolling for a very low output. When you start putting that into practice, game after game, the annoyance of the multiple failures and additional dice rolls will substantially outweigh the successes.
rtb02 wrote: Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Huh? Da jump was already clarified to be allowed T1 and to not be limited to own deployment zone. The explicit wording of 'any movement phase' in a post FAQ world when most deep strike abilities has been 'nerfed' to T2 has to be intentional.
I'm pretty sure this is the major bone GW are throwing to Ork players. Giving them multiple gap closing abilities so that they can get stuck in before picking up ~50% of their models. Da Jump, Tellyporta stratagem, Speed Freeks movement bonuses etc.
rtb02 wrote: Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Well, yes, but the Ork Codex is more recent that the big FAQ and therefore supercedes it. The stratagem doesn't say anywhere that if you deepstrike T1 it has to be in your own deployment zone. Pretty big chance this gets FAQ'ed of course, but as it is you can call down a Gorkanaut 9" away from your opponent and charge it in T1. Then there's of course the RAW vas. RAI debate but with a 2 CP cost that's not entirely clear-cut either.
What? How does the Ork Codex supercedes a general rule from a FAQ (Tactical Reserves) even if it comes after it? They are different rules. Theres no point where one can arguee this stratagem, from RAI or RAW, allows Orks to deepstrike turn 1. The only reason the stratagem says any movement phase is because the restriction for no T1 deepstrike is for matched play, not for narrative or open.
Spoiler:
This message was edited 2 times. Last update was at 2018/10/22 16:59:17
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.
rtb02 wrote: Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Well, yes, but the Ork Codex is more recent that the big FAQ and therefore supercedes it. The stratagem doesn't say anywhere that if you deepstrike T1 it has to be in your own deployment zone. Pretty big chance this gets FAQ'ed of course, but as it is you can call down a Gorkanaut 9" away from your opponent and charge it in T1. Then there's of course the RAW vas. RAI debate but with a 2 CP cost that's not entirely clear-cut either.
Uhhhh no.
Every other deep strike strat/ability says "any of your movement phases" and Theyre all superseded by the beta rule...
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
rtb02 wrote: Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Huh? Da jump was already clarified to be allowed T1 and to not be limited to own deployment zone. The explicit wording of 'any movement phase' in a post FAQ world when most deep strike abilities has been 'nerfed' to T2 has to be intentional.
I'm pretty sure this is the major bone GW are throwing to Ork players. Giving them multiple gap closing abilities so that they can get stuck in before picking up ~50% of their models. Da Jump, Tellyporta stratagem, Speed Freeks movement bonuses etc.
The same wording is used for any unit that comes in from reserves.
By your logic, I can ignore the FAQ with the Monolith, Translocation Crypt, Deathmarks and Flayed Ones.
Don't get excited about the tellyporta stratagem.
Isn't Da Jump a different case, as the unit was already on the table to begin with, and as such not coming from reserves?
This message was edited 2 times. Last update was at 2018/10/22 16:59:55
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
rtb02 wrote: Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Huh? Da jump was already clarified to be allowed T1 and to not be limited to own deployment zone. The explicit wording of 'any movement phase' in a post FAQ world when most deep strike abilities has been 'nerfed' to T2 has to be intentional.
I'm pretty sure this is the major bone GW are throwing to Ork players. Giving them multiple gap closing abilities so that they can get stuck in before picking up ~50% of their models. Da Jump, Tellyporta stratagem, Speed Freeks movement bonuses etc.
Da Jump still works since the unit is already deployed.
Every other teleport power for deploying a unit mid-game also says "any movement phase".
The Beta FAQ rule supersedes the non-Beta Codex rule that was left that way for Open and Narrative games.
Likewise, the 10PL limit on the strategem also doesn't exempt Orks from needing 50% of their points on the board at the start of the game.
This message was edited 1 time. Last update was at 2018/10/22 17:04:06
rtb02 wrote: Faq says any teleporting or equivalent is turn 2 earliest or own deployment zone T1.
Can't see Ork teleporting being any different.
Well, yes, but the Ork Codex is more recent that the big FAQ and therefore supercedes it. The stratagem doesn't say anywhere that if you deepstrike T1 it has to be in your own deployment zone. Pretty big chance this gets FAQ'ed of course, but as it is you can call down a Gorkanaut 9" away from your opponent and charge it in T1. Then there's of course the RAW vas. RAI debate but with a 2 CP cost that's not entirely clear-cut either.
What are you talking about? An Ork Codex does not supercede a FAQ that modifies the main rulebook. Also, as others have stated, none of the other stratagems say "After the first turn" because that change is in...the FAQ.
Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500,
Billagio wrote: So does the Goff Kultur rule work on a Gorkanauts Smash profile? Ex. I make the 18 attacks, 3 are 6s so do I generate 3 or 9 extra attacks?
Well, it does specify hit roll, so I guess 3? What does the wording for Smash say exactly?
This message was edited 1 time. Last update was at 2018/10/22 17:10:45
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
Sorry - I was getting confused with the FAQs had to double check. The latest wording is:
''Furthermore, in matched play games, units that are not placed on the battlefield during deployment in order to arrive on the battle mid-game as
reinforcements cannot arrive on the battlefield during the first battle round.''
So I agree as others have pointed out that Orks will not be an exception to this. The 'Tellyporta' stratagem will be T2 onward. Still mighty strong though. Especially as Orks should have other viable T1 threats coming from Da Jump, Speed Freeks etc. The cumulative weight of T1 Da Jump unit, T1/2 Speed Freak charges, T2 Da Jumped unit and T2 Tellyporta unit will be quite something!
Billagio wrote: So does the Goff Kultur rule work on a Gorkanauts Smash profile? Ex. I make the 18 attacks, 3 are 6s so do I generate 3 or 9 extra attacks?
Well, it does specify hit roll, I guess 3?
What does the wording for Smash say exactly?
It says “ Make 3 hit rolls for each attack made with this weapon instead of 1“. So it sounds like you would get 3 attacks per 6 rolled
This message was edited 1 time. Last update was at 2018/10/22 17:11:45
crzylgs wrote: Sorry - I was getting confused with the FAQs had to double check. The latest wording is:
''Furthermore, in matched play games, units that are not placed on the battlefield during deployment in order to arrive on the battle mid-game as
reinforcements cannot arrive on the battlefield during the first battle round.''
So I agree as others have pointed out that Orks will not be an exception to this. The 'Tellyporta' stratagem will be T2 onward. Still mighty strong though. Especially as Orks should have other viable T1 threats coming from Da Jump, Speed Freeks etc. The cumulative weight of T1 Da Jump unit, T1/2 Speed Freak charges, T2 Da Jumped unit and T2 Tellyporta unit will be quite something!
Yeah, its still a good stratagem.
My other army's equivalent, Translocation Crypt, is 1CP, but it only affects Nephrekh dynasty infantry and swarm units.
There are no restrictions with the ork version, for only 1CP more. That's pretty handy.
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
Billagio wrote: So does the Goff Kultur rule work on a Gorkanauts Smash profile? Ex. I make the 18 attacks, 3 are 6s so do I generate 3 or 9 extra attacks?
Well, it does specify hit roll, I guess 3?
What does the wording for Smash say exactly?
It says “ Make 3 hit rolls for each attack made with this weapon instead of 1“. So it sounds like you would get 3 attacks per 6 rolled
I don't think so because the Goff trait specifically says "immediately make an additionnal hit roll" (not an additionnal attack).
crzylgs wrote: Sorry - I was getting confused with the FAQs had to double check. The latest wording is:
''Furthermore, in matched play games, units that are not placed on the battlefield during deployment in order to arrive on the battle mid-game as
reinforcements cannot arrive on the battlefield during the first battle round.''
So I agree as others have pointed out that Orks will not be an exception to this. The 'Tellyporta' stratagem will be T2 onward. Still mighty strong though. Especially as Orks should have other viable T1 threats coming from Da Jump, Speed Freeks etc. The cumulative weight of T1 Da Jump unit, T1/2 Speed Freak charges, T2 Da Jumped unit and T2 Tellyporta unit will be quite something!
Yeah, its still a good stratagem.
My other army's equivalent, Translocation Crypt, is 1CP, but it only affects Nephrekh dynasty infantry and swarm units.
There are no restrictions with the ork version, for only 1CP more. That's pretty handy.
necrons also dont just casually get more than double the odds to get in to combat from deep strike for no CP on every unit.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
Billagio wrote: So does the Goff Kultur rule work on a Gorkanauts Smash profile? Ex. I make the 18 attacks, 3 are 6s so do I generate 3 or 9 extra attacks?
Well, it does specify hit roll, I guess 3?
What does the wording for Smash say exactly?
It says “ Make 3 hit rolls for each attack made with this weapon instead of 1“. So it sounds like you would get 3 attacks per 6 rolled
Oh wow, I guess it would be. It does say using the same weapon, and the weapon makes 3 hit rolls for every one, so I guess you can get exponential attacks like that.
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
Billagio wrote: So does the Goff Kultur rule work on a Gorkanauts Smash profile? Ex. I make the 18 attacks, 3 are 6s so do I generate 3 or 9 extra attacks?
Well, it does specify hit roll, I guess 3?
What does the wording for Smash say exactly?
It says “ Make 3 hit rolls for each attack made with this weapon instead of 1“. So it sounds like you would get 3 attacks per 6 rolled
I don't think so because the Goff trait specifically says "immediately make an additionnal hit roll" (not an additionnal attack).
You might be right actually. Doesn’t Moartarion have similar wording on his weapon? I thought I read somewhere that he gains the extra attacks on 6s when fighting imperium.
Is a hit roll the same as an attack though from a rules standpoint? When it says attack, do they specifically mean the attack stat, or do they mean a hit roll used against an enemy unit? There's a distinction there.
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
You might be right actually. Doesn’t Moartarion have similar wording on his weapon? I thought I read somewhere that he gains the extra attacks on 6s when fighting imperium.
From the Death Guard FAQ:
Q: If Mortarion gets to make an extra attack with Silence due to the Death to the False Emperor ability and I choose to make it with the reaping scythe profile, do I roll 1 hit roll or 3? A: 3.
This message was edited 1 time. Last update was at 2018/10/22 17:20:56
So, the real question is, what about Void Shields? (Kidding, this forum has more African Swallow arguments than anywhere else on the internet.)
No, the real question is, how long until someone has the codex in their hand and can leak the point costs? I've been modeling and painting like mad the last couple of weeks, and now all my vehicles are done. I've still got some Grots, Tankbustas, Stormboyz, and Meganobz to finish before my (2) Speed Freek boxes arrive on Saturday. The stress is killing me, what do I paint next?
Bit more chuffing regarding the Tellyporta stratagem.
The part that seems a little ambiguous in terms of RAW v RAI is when used on a Transport and the 20PL limit. They probably intend 'transport + contents = 20PL or less.' But as written it does not seem to account for the contents, only the 'unit' that is Tellyported. You could easily exceed 20PL with a BW + Characters + Megaz / Nobz / Gitz.
However, having anything CC orientated embarked would be far from ideal as they would only be arriving T2 (after movement), so not able to get out to do anything until T3.
Have you guys seen this? Kirioth keeps 'em coming!
Edit: Aaaaaaaand it's pretty similar to the forgeshrine... SKIP! Cool model though, not worth 80 points even if it also has that 50% chance to do d3 mortal wounds
This message was edited 2 times. Last update was at 2018/10/22 17:41:10
You might be right actually. Doesn’t Moartarion have similar wording on his weapon? I thought I read somewhere that he gains the extra attacks on 6s when fighting imperium.
From the Death Guard FAQ:
Q: If Mortarion gets to make an extra attack with Silence due to the Death to the False Emperor ability and I choose to make it with the reaping scythe profile, do I roll 1 hit roll or 3?
A: 3.
Sweet gork.
"Hope is the first step on the road to disappointment." Words to live by.
Aaaaaaaand Kirioth has leaked the rules for the mek workshop.
Spoiler alert: the rules for the Sacristan Forgeshrine proved such a HUGE HIT and EVERYONE LOVED THEM for how AWESOMELY FUNCTIONAL they were, that GW decided to re-release the forgeshrine but for orks.
4PL/80pts
Once this model is down on the board, it is a piece of terrain and cannot be destroyed or moved, and doesn't count as a friendly or enemy model.
Grabbin Klaw: in the fight phase, before any units fight, choose one of your Ork units within 1" of the workshop to operate the Grabbin' Klaw. Choose an enemy unit within 1" of the workshop, on a 4+ it suffers D3 mortal wounds.
Kustom Job: At the end of your movement phase, select one vehicle model within 1" of the mek workshop to receive a kustom job. That model can't shoot or charge and its attacks are reduced to 1 until the end of the turn.
1: more speed. Add 6" to the Move of the unit the next time it moves. Also, roll a D6. If you roll a 6, add D6" to the unit's Move permanently.
2: more rivets. Regenerate D3 wounds. If a mek is nearby it may oversee the repair, causing it to heal 3 wounds, but the mek or big mek cannot use its normal Repair ability that turn. Additionall roll a d6, on a 6 permanently add 1 to the vehicles toughness.
3: More dakka. Pick one weapon, not a bubblechukka. The next time that weapon fires, it fires its maximum number of shots. In addition, roll a D6. On a 6, that weapon adds 1 to its damage characteristic permanently.
Wowie zowie boy oh boy cannot wait to go add this super awesome thing to my army for a paltry 80 points it just adds so much zoggin' VALUE.
This message was edited 1 time. Last update was at 2018/10/22 17:40:50
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"