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![[Post New]](/s/i/i.gif) 2021/07/21 12:14:04
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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the_scotsman wrote:RedNoak wrote: kingbbobb wrote:Flash gits are not clan locked anymore so at least they get affected by as +1 auras and abilities now. And a culture ability
You can put some in a big ead base. Deep strike it and because the big EAD base has a special remaining stationary rule for embarked units they won't get -1on heavy weapons
you could also put squig tyres on it and creep it 1" forward each turn
BTW, why are you all talking about the killrig?
the huntarig is basically a 160 point bonebreaka, if you used a tellyported bonebreaka why not call it a (bitter tasting) win with 15points and a cp saved?
EDIT:
my bad on the dakkajet, thought you only pay for the extra two supashootaz. but still not sold on the effectivness :/
You do absolutely pay for only the additional 2 supa-shootas. That's how the new point cost system works. Anything the unit has by default on the datasheet, the unit has for its base cost, and they only add a point cost for things that cost you additional points. And if you look at the dakkajet's cost it says "ADDITIONAL supa-shoota +10pts". Or how Killa Kanz are now - the Big Shoota and Grotzooka are both 0pts upgrades, so neither are listed. Only the Scorcha which costs 5 more points and the rokkits which cost 15 more points are listed.
We were talking about the 8th edition codex - you need to pay for all 6 there.
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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) 2021/07/21 12:14:39
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Trazyn's Museum Curator
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the_scotsman wrote: CthuluIsSpy wrote:Dakka does not appear to allow you to Advance and fire. So much for shoota mobz I guess. I'm going to try shoota boyz in a trukk (not to be confused with trukk boyz) in my Speedwaaagh freebootas list to see if theyve got any teeth. 4 shots AP-1 doesnt sound too shabby to me with the speedwaagh popped.
Yeah, the speedwaagh buffs seem really strong compared to the normal waagh buffs. Evil Sunz isn't too bad either because they basically have part of the speed waagh permanently unlocked already. Keep in mind though that infantry do not get the extra armor pen from speedwaagh, only Bikers and vehicles. If you want the extra pen on infantry you have to go badmoonz and hope for 6s Freebooters are not that good. The buff only affects other freebooters. Grots do not get kultures. So no tanky snakebite gobbos. :( Also, specialist mobs don't get kultures either. They just allow everyone else to have one.
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This message was edited 3 times. Last update was at 2021/07/21 12:20:28
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2021/07/21 12:19:45
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Sorry if this has been posted before, but just wanted clarification...
The Big'ed bossbunka.
Its Shoutin' Pole says:
While a WARBOSS model is embarked upon this TRANSPORT, the bearer gains that WARBOSS model's Warboss, Beastboss or Flashiest Gitz aura ability.
So just to check, this still wouldn't apply to anyone in the bunker no? E.g. If Badrukk is in the bunker with 9 flash gitz, they dont get rerolls do they?
Or am I missing a 9th edition aura/transport change?
Regards
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This message was edited 1 time. Last update was at 2021/07/21 12:20:18
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![[Post New]](/s/i/i.gif) 2021/07/21 12:23:07
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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oh feth me. Rokkits for killa kanz is 15 points.
A killa kan with rokkits is 55 points..
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/07/21 12:27:40
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Dakka Veteran
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Brad Gamma wrote:Sorry if this has been posted before, but just wanted clarification...
The Big'ed bossbunka.
Its Shoutin' Pole says:
While a WARBOSS model is embarked upon this TRANSPORT, the bearer gains that WARBOSS model's Warboss, Beastboss or Flashiest Gitz aura ability.
So just to check, this still wouldn't apply to anyone in the bunker no? E.g. If Badrukk is in the bunker with 9 flash gitz, they dont get rerolls do they?
Or am I missing a 9th edition aura/transport change?
Regards
embarked units never benefit from auras.
maybe someone could give the warboss a damn walkie talkie ...so he DOESNT NEED TO BE IN THE FRIGGIN THING?!
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![[Post New]](/s/i/i.gif) 2021/07/21 12:31:34
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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CthuluIsSpy wrote:Dakka does not appear to allow you to Advance and fire. Which kind of sucks.
I guess they really want you to take Badmoonz if you want to shoot.
I like the Badmoonz trait, actually. To me it seems pretty useful.
Specialist Mobz do not actually have a limit. So you can make an army of trukk boyz if you want.
RAW though you can't actually put them in the trukk, which is silly.
Specialist mobz are limited unfortunately to one per detachment. you can have multiple trukk boyz if the are from different detachments
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![[Post New]](/s/i/i.gif) 2021/07/21 12:32:33
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Trazyn's Museum Curator
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enni wrote: CthuluIsSpy wrote:Dakka does not appear to allow you to Advance and fire. Which kind of sucks. I guess they really want you to take Badmoonz if you want to shoot. I like the Badmoonz trait, actually. To me it seems pretty useful. Specialist Mobz do not actually have a limit. So you can make an army of trukk boyz if you want. RAW though you can't actually put them in the trukk, which is silly. Specialist mobz are limited unfortunately to one per detachment. you can have multiple trukk boyz if the are from different detachments
Ah I didn't see that clause. I missed the "one" Well that's unfortunate. Oh well, they don't benefit from kultures anyway and can't even use transports.
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This message was edited 1 time. Last update was at 2021/07/21 12:32:40
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2021/07/21 12:36:48
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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It's fairly clear that trukk boyz are intended to be using trukks. Just explain the whole thing to your opponent, the codex is banned from most bigger events anyways.
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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) 2021/07/21 12:39:36
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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RedNoak wrote:
embarked units never benefit from auras.
maybe someone could give the warboss a damn walkie talkie ...so he DOESNT NEED TO BE IN THE FRIGGIN THING?!
Thats what I thought, it just seems odd that they'd make a whole special rule, that includes the flashiest gitz rule, that follows normal transport rules otherwise.
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![[Post New]](/s/i/i.gif) 2021/07/21 12:40:26
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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enni wrote:enni wrote:for bombs add in the ones from koptaz. by the way you can drop 2 from a unit of 6 each dealing d3 mortals to each unit in 3" on 4+
Automatically Appended Next Post:
gungo wrote:I can’t find the link with pics of clan specific psychic powers. Anyone got it
from my post earlier
https://m.imgur.com/a/YC4UNqS
edit: sorry there are no clan specific psychic powers, thought you meant relics/strats etc.
Dang we lost those too?
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![[Post New]](/s/i/i.gif) 2021/07/21 12:43:23
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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gungo wrote:enni wrote:enni wrote:for bombs add in the ones from koptaz. by the way you can drop 2 from a unit of 6 each dealing d3 mortals to each unit in 3" on 4+
Automatically Appended Next Post:
gungo wrote:I can’t find the link with pics of clan specific psychic powers. Anyone got it
from my post earlier
https://m.imgur.com/a/YC4UNqS
edit: sorry there are no clan specific psychic powers, thought you meant relics/strats etc.
Dang we lost those too?
I wouldn't be surprised if they were brought back through a warzone supplement codex.
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![[Post New]](/s/i/i.gif) 2021/07/21 12:52:39
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy Hammerin' Somethin'
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the_scotsman wrote: CthuluIsSpy wrote:Dakka does not appear to allow you to Advance and fire. So much for shoota mobz I guess.
I'm going to try shoota boyz in a trukk (not to be confused with trukk boyz) in my Speedwaaagh freebootas list to see if theyve got any teeth. 4 shots AP-1 doesnt sound too shabby to me with the speedwaagh popped.
Unfortunately I think speed waagh gives the extra shot only to the trukk, not the shoota boyz in it. Am I wrong ? Again ?! I keep being wrong about how I understand rules in this debacle of a codex.
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This message was edited 1 time. Last update was at 2021/07/21 12:52:55
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh |
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![[Post New]](/s/i/i.gif) 2021/07/21 12:54:06
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Trazyn's Museum Curator
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addnid wrote: the_scotsman wrote: CthuluIsSpy wrote:Dakka does not appear to allow you to Advance and fire. So much for shoota mobz I guess.
I'm going to try shoota boyz in a trukk (not to be confused with trukk boyz) in my Speedwaaagh freebootas list to see if theyve got any teeth. 4 shots AP-1 doesnt sound too shabby to me with the speedwaagh popped.
Unfortunately I think speed waagh gives the extra shot only to the trukk, not the shoota boyz in it. Am I wrong ? Again ?! I keep being wrong about how I understand rules in this debacle of a codex. 
Yeah, it only affects vehicles and bikes, not infantry. So only the trukk is getting the AP modifier.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2021/07/21 12:57:35
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
Sheridan, WY
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CthuluIsSpy wrote: addnid wrote: the_scotsman wrote: CthuluIsSpy wrote:Dakka does not appear to allow you to Advance and fire. So much for shoota mobz I guess.
I'm going to try shoota boyz in a trukk (not to be confused with trukk boyz) in my Speedwaaagh freebootas list to see if theyve got any teeth. 4 shots AP-1 doesnt sound too shabby to me with the speedwaagh popped.
Unfortunately I think speed waagh gives the extra shot only to the trukk, not the shoota boyz in it. Am I wrong ? Again ?! I keep being wrong about how I understand rules in this debacle of a codex. 
Yeah, it only affects vehicles and bikes, not infantry. So only the trukk is getting the AP modifier.
But transports have the advanced rule that any buffs/debuffs affecting the vehicles also affect the models inside. What am I missing?
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![[Post New]](/s/i/i.gif) 2021/07/21 12:59:44
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Brad Gamma wrote:Sorry if this has been posted before, but just wanted clarification...
The Big'ed bossbunka.
Its Shoutin' Pole says:
While a WARBOSS model is embarked upon this TRANSPORT, the bearer gains that WARBOSS model's Warboss, Beastboss or Flashiest Gitz aura ability.
So just to check, this still wouldn't apply to anyone in the bunker no? E.g. If Badrukk is in the bunker with 9 flash gitz, they dont get rerolls do they?
Or am I missing a 9th edition aura/transport change?
Regards
yeah, the bossbunka is weird as it essentially just lets you hide your warboss but doesn't increase aura ability range. also the two standard auras are melee which is ... not so useful on an immobile unit
which opponent is stupid enough to get into a brawl right next to your bossbunka. and wouldn't you rather want your warboss outside to heroicly interve?
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![[Post New]](/s/i/i.gif) 2021/07/21 13:00:25
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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the_scotsman wrote: CthuluIsSpy wrote:Dakka does not appear to allow you to Advance and fire. So much for shoota mobz I guess.
I'm going to try shoota boyz in a trukk (not to be confused with trukk boyz) in my Speedwaaagh freebootas list to see if theyve got any teeth. 4 shots AP-1 doesnt sound too shabby to me with the speedwaagh popped.
I was just going to retort that this wasn't a thing until I realized it says "models in a vehicle." Derp.
BDBurrow wrote:
But transports have the advanced rule that any buffs/debuffs affecting the vehicles also affect the models inside. What am I missing?
It says "Each time a model in an orks vehicle or Orks Biker unit from your army shoots with a Dakka weapon [...]"
Do they not count as part of the unit once embarked?
Did some maths agains MEQ at BS5.
8 Shootas
1 big shoota
1 Kombi skorcha
Dakka range
1.3 8 shoota boys at 3 shots
.0792 kombi shoota profile
1.155 kombi skorcha profile
.36 big shoota 5 shots
2.82 wounds against MEQ
Dakka range speed waaagh round 1
1.74 8 shootaboys at 4 shots
.10 kombi weapon shoota profile 4 shots
1.155 kombi skorcha profile
.43 big shoota 6 shots
3.4 wounds on MEQ
Dakka range speed waaagh round 2
2.64 shootaboys at 3 shots AP-1
.16 kombi weapon shota 3 shots AP-1
1.5246 kombi skorcha profile
.65 big shoota 5 shots AP-1
4.97 wounds on MEQ
By contrast, one unit of 4 burna boyz at 12":
2.31 wounds not including spanna
8 burna boyz:
4.62 wounds not including spannas
8 burnas with -1 AP
7 wounds
one unit of 6 warbikers (175 p):
No speedwaaagh at 9"
4.31 wounds
Speedwaaagh +1 shot at 9"
4.74 wounds
Speedwaaagh -1 AP at 9"
6.5 wounds
Speedwaaagh +1 shot at 18"
3.02 wounds
No buffs at 18"
2.58 wounds
The AP-1 buff seems to be far more significant than the extra shot. The thing that makes me nervous is how it wants you to get into 9". Each Trukkboy unit would run roughly 175 points.
With BS4 and AP-1 at 9" (freebootas buff)
3 wounds with shootas
1.52 wounds with kombi skorcha
.25 wounds with kombi shoota
.82 wounds with big shoota
5.59 wounds
Well, it's better than I thought.
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This message was edited 1 time. Last update was at 2021/07/21 13:03:23
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) 2021/07/21 13:01:04
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Humming Great Unclean One of Nurgle
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Ignore this post, had incorrect info.
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This message was edited 1 time. Last update was at 2021/07/21 13:01:26
Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2021/07/21 13:02:09
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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I just read all the Ork planes rules. I have 3...I need to get about 6 more
They very well might be the "bright spot" in our codex. Team them up with a Speedwaaagh on the ground of warbikers and we have an army of -1 to hit T5+ vehicles that most have -1dmg as well.
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![[Post New]](/s/i/i.gif) 2021/07/21 13:03:54
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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BDBurrow wrote: CthuluIsSpy wrote: addnid wrote: the_scotsman wrote: CthuluIsSpy wrote:Dakka does not appear to allow you to Advance and fire. So much for shoota mobz I guess.
I'm going to try shoota boyz in a trukk (not to be confused with trukk boyz) in my Speedwaaagh freebootas list to see if theyve got any teeth. 4 shots AP-1 doesnt sound too shabby to me with the speedwaagh popped.
Unfortunately I think speed waagh gives the extra shot only to the trukk, not the shoota boyz in it. Am I wrong ? Again ?! I keep being wrong about how I understand rules in this debacle of a codex. 
Yeah, it only affects vehicles and bikes, not infantry. So only the trukk is getting the AP modifier.
But transports have the advanced rule that any buffs/debuffs affecting the vehicles also affect the models inside. What am I missing?
RAW i think you are right as the rare rules copy all modifiers for the transport to the embarked units shooting
edit: cthululu is right its only vehicles and bikers benefiting which excludes the embarked units
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This message was edited 1 time. Last update was at 2021/07/21 13:19:20
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![[Post New]](/s/i/i.gif) 2021/07/21 13:05:45
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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I'm glad I painted up my Dakkajet and Wazbom Blastajet recently, they'll actually see use again!
Do buggies still look viable at all alongside a mechanized list? I'm wondering if an Outrider detachment is worth it so we can basically do what we used to do and take advantage of the points cuts we got instead of relying solely on the kustom jobs which are now pretty poopy.
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![[Post New]](/s/i/i.gif) 2021/07/21 13:14:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazy Grot Kutta Driva
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Buggies are good (rukkastrukk is very good). They are fast, punchy and undercosted.
Imho
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Orks 5000p |
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![[Post New]](/s/i/i.gif) 2021/07/21 13:15:59
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
Sheridan, WY
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enni wrote:BDBurrow wrote: CthuluIsSpy wrote: addnid wrote: the_scotsman wrote: CthuluIsSpy wrote:Dakka does not appear to allow you to Advance and fire. So much for shoota mobz I guess.
I'm going to try shoota boyz in a trukk (not to be confused with trukk boyz) in my Speedwaaagh freebootas list to see if theyve got any teeth. 4 shots AP-1 doesnt sound too shabby to me with the speedwaagh popped.
Unfortunately I think speed waagh gives the extra shot only to the trukk, not the shoota boyz in it. Am I wrong ? Again ?! I keep being wrong about how I understand rules in this debacle of a codex. 
Yeah, it only affects vehicles and bikes, not infantry. So only the trukk is getting the AP modifier.
But transports have the advanced rule that any buffs/debuffs affecting the vehicles also affect the models inside. What am I missing?
RAW i think you are right as the rare rules copy all modifiers for the transport to the embarked units shooting
From the advanced rules - "If a transport model is under the effects of a modifier to its ranged attacks (such as a modifier to its hits rolls, wound rolls, etc) the same modifier applies each time an embarked model makes a ranged attack."
The vehicle gets the modifier, and then the modifier is passed on to the embarked unit via this rule. If the rule said "the embarked unit also gets the buff/debuff", then it wouldn't work as SpeedWaagh specifically calls out vehicles and bikers. But it doesn't say that. It says "the modifier applies each time an embarked model makes a ranged attack." The way I'm reading this, all of our infantry get Speedwaagh only while inside transports. So running tankbustas or lootas inside battlewagons has real legs.
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This message was edited 1 time. Last update was at 2021/07/21 13:23:58
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![[Post New]](/s/i/i.gif) 2021/07/21 13:21:54
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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Couple things on transports:
Rare Rules 9: If a TRANSPORT model is under the effects of a modifier to its ranged attacks (such as a modifier to its hit rolls, wound rolls, etc.) the same modifier applies each time an embarked model makes a ranged attack.
(this is interesting for Trukk Boyz as I believe it means that in granting +1 to the trukk they're riding in, they also always attack at BS4+)
Rare Rules 7: Any abilities (including Detachment abilities) that models in an embarked unit have, or that their weapons have, continue to apply when they make ranged attacks. "Waaagh" is a datasheet ability that all orks models have, so models in transports, boss bunkas etc DO benefit from the effects of both waaghs and speedwaaghs.
Whether or not infantry embarked within orks vehicles benefit from Speedwaaagh I believe is whether or not GW considers +1 shot from Dakka weaponry and -1AP to be a 'modifier' because while they specify an example in rare rule 9 "(such as a modifier to its hit rolls, wound rolls, etc)" it's unclear whether the extra shots and ap are a 'modifier.'
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"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!" |
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![[Post New]](/s/i/i.gif) 2021/07/21 13:22:14
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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BDBurrow wrote:enni wrote:BDBurrow wrote: CthuluIsSpy wrote: addnid wrote: the_scotsman wrote: CthuluIsSpy wrote:Dakka does not appear to allow you to Advance and fire. So much for shoota mobz I guess.
I'm going to try shoota boyz in a trukk (not to be confused with trukk boyz) in my Speedwaaagh freebootas list to see if theyve got any teeth. 4 shots AP-1 doesnt sound too shabby to me with the speedwaagh popped.
Unfortunately I think speed waagh gives the extra shot only to the trukk, not the shoota boyz in it. Am I wrong ? Again ?! I keep being wrong about how I understand rules in this debacle of a codex. 
Yeah, it only affects vehicles and bikes, not infantry. So only the trukk is getting the AP modifier.
But transports have the advanced rule that any buffs/debuffs affecting the vehicles also affect the models inside. What am I missing?
RAW i think you are right as the rare rules copy all modifiers for the transport to the embarked units shooting
From the advanced rules - "If a transport model is under the effects of a modifier to its ranged attacks (such as a modifier to its hits rolls, wound rolls, etc) the same modifier applies each time an embarked model makes a ranged attack."
The way I'm reading this, all of our infantry get Speedwaagh only while inside transports. So running tankbustas or lootas inside battlewagons has real legs.
I was wrong and cthululu was right. speedwaagh unfortunately specifies that only the shooting from vehicles and bikers is affected. so embarking wont give you bonuses
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![[Post New]](/s/i/i.gif) 2021/07/21 13:25:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
Sheridan, WY
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enni wrote:BDBurrow wrote:enni wrote:BDBurrow wrote: CthuluIsSpy wrote: addnid wrote: the_scotsman wrote: CthuluIsSpy wrote:Dakka does not appear to allow you to Advance and fire. So much for shoota mobz I guess.
I'm going to try shoota boyz in a trukk (not to be confused with trukk boyz) in my Speedwaaagh freebootas list to see if theyve got any teeth. 4 shots AP-1 doesnt sound too shabby to me with the speedwaagh popped.
Unfortunately I think speed waagh gives the extra shot only to the trukk, not the shoota boyz in it. Am I wrong ? Again ?! I keep being wrong about how I understand rules in this debacle of a codex. 
Yeah, it only affects vehicles and bikes, not infantry. So only the trukk is getting the AP modifier.
But transports have the advanced rule that any buffs/debuffs affecting the vehicles also affect the models inside. What am I missing?
RAW i think you are right as the rare rules copy all modifiers for the transport to the embarked units shooting
From the advanced rules - "If a transport model is under the effects of a modifier to its ranged attacks (such as a modifier to its hits rolls, wound rolls, etc) the same modifier applies each time an embarked model makes a ranged attack."
The way I'm reading this, all of our infantry get Speedwaagh only while inside transports. So running tankbustas or lootas inside battlewagons has real legs.
I was wrong and cthululu was right. speedwaagh unfortunately specifies that only the shooting from vehicles and bikers is affected. so embarking wont give you bonuses
I edited my response above. I still think it applies. Automatically Appended Next Post: the_scotsman wrote:Couple things on transports:
Rare Rules 9: If a TRANSPORT model is under the effects of a modifier to its ranged attacks (such as a modifier to its hit rolls, wound rolls, etc.) the same modifier applies each time an embarked model makes a ranged attack.
(this is interesting for Trukk Boyz as I believe it means that in granting +1 to the trukk they're riding in, they also always attack at BS4+)
Rare Rules 7: Any abilities (including Detachment abilities) that models in an embarked unit have, or that their weapons have, continue to apply when they make ranged attacks. "Waaagh" is a datasheet ability that all orks models have, so models in transports, boss bunkas etc DO benefit from the effects of both waaghs and speedwaaghs.
Whether or not infantry embarked within orks vehicles benefit from Speedwaaagh I believe is whether or not GW considers +1 shot from Dakka weaponry and -1AP to be a 'modifier' because while they specify an example in rare rule 9 "(such as a modifier to its hit rolls, wound rolls, etc)" it's unclear whether the extra shots and ap are a 'modifier.'
-1AP and extra shots are by definition "modifiers to its ranged attacks."
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This message was edited 1 time. Last update was at 2021/07/21 13:26:44
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![[Post New]](/s/i/i.gif) 2021/07/21 13:35:14
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Did I read trukk boyz specialist right?
It also gives a bonus on shooting to the trukk itself, not the models within it? So basically the single big shoota? What a bizarre little add on lol. That's not even a complaint as I love it overall. Just... the tiniest of add ons to go with it.
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![[Post New]](/s/i/i.gif) 2021/07/21 13:40:48
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
Sheridan, WY
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Keramory wrote:Did I read trukk boyz specialist right?
It also gives a bonus on shooting to the trukk itself, not the models within it? So basically the single big shoota? What a bizarre little add on lol. That's not even a complaint as I love it overall. Just... the tiniest of add ons to go with it.
Based on the wording of the advanced rule that we referenced above, the +1 to hit modifier for the trukk is passed on to models embarked within it. So as the scottsman stated, shoota boyz w/ the trukk boyz spec mob inside a trukk get BS 4+. Then during the speedwaagh their shootas become Dakka 4/3 S4 AP-1 D1. 12 shootas in a trukk w/in 9" get 48 shots at S4, AP-1, D1, hitting on 4s. That kills 3 space marines. Not bad IMO.
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![[Post New]](/s/i/i.gif) 2021/07/21 13:42:03
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Grimskul wrote:I'm glad I painted up my Dakkajet and Wazbom Blastajet recently, they'll actually see use again!
Do buggies still look viable at all alongside a mechanized list? I'm wondering if an Outrider detachment is worth it so we can basically do what we used to do and take advantage of the points cuts we got instead of relying solely on the kustom jobs which are now pretty poopy.
The Snazzwaggon absolutely devours M/PEQ, 10-14 s5 ap2 d2 shots.
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![[Post New]](/s/i/i.gif) 2021/07/21 13:43:08
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Keramory wrote:Did I read trukk boyz specialist right?
It also gives a bonus on shooting to the trukk itself, not the models within it? So basically the single big shoota? What a bizarre little add on lol. That's not even a complaint as I love it overall. Just... the tiniest of add ons to go with it.
There's a few things in the book like that, like 'Orrible Gitz whose main purpose is to give a unit of grots Objective Secured back  but bizarrely includes a debuff of -1 to hit in shooting for any units (friendlies included) within 3" of them.
Re: Speedwaaagh and Trukkboyz buffs, GW's intent through 8th edition was clear enough to me that I doubt it's dramatically changed. Regardless of how you can interpret RAW, expect an errata to make it clear that units embarked in an open-topped transport only are affected by negative modifiers to their shooting. Everyone remembers the Battlewagon ignores Heavy penalty issue, right? Same principle, and I expect the same ruling from GW.
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![[Post New]](/s/i/i.gif) 2021/07/21 13:43:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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Jidmah wrote:
Speaking of worthless models, did anyone see the mini-mek anywhere? Or did GW just give up and axed him? 
It's 25 p with kustom mega slugga and choppa
CthuluIsSpy wrote:
Specialist Mobz do not actually have a limit. So you can make an army of trukk boyz if you want.
RAW though you can't actually put them in the trukk, which is silly.
First part isn't true, you are allowed to take one specialist mob per detachment.
Source, literally the specialist mobs section
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This message was edited 1 time. Last update was at 2021/07/21 13:46:06
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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