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				<title>6th ed ork changes?</title>
				<description><![CDATA[ A few of the current ork builds. <br /> <br /> Kanwall: Sad times. Kans are nerfed badly with their low EV and only a 5+ to save them from those easy hits. <br /> <br /> <font color='red'>(Edit: though kans get a speed boost and are not wrecked when immobilised. Credits due, Lambmouse42.)</font><br /> <br /> Green Tide: Seems pretty solid. The movement factor counters any dis-advantages that static gun line has, sech as, the threat of flankers, low EV, rubbish covers, etc.I'm sure the likes of gravity mines or the like are going to be a bit hard on us, but I suppose most of our enemies are going to be hit hard by strats, I.E., night raid. <br /> <br /> Taking into consideration WAAAGH! rule with fleet. This might become the new kanwall. <br /> <br /> <font color='red'>(Edit: speed boost and fleet is making this list look actually rather scary. Plus with burnas, and with Lebiolizard2s point about the transports, things could get pretty hot, eh?)</font><br /> <br /> Brigade: Might need some advice on that. AV12 side armour sounds a bit dodgy for flanking lascannons and with no defensive fire from sluggas, strikers could be getting in quite easily. Hmm. Overall they have a few similar problems to kanwall. <br /> <br /> <font color='red'>(Edit: Easier to hit. Orks can't fire out if moving at a fast speed. Though, Jidmahs point on tanks getting defensive buffs and <span class="glossaryitem" onmouseover='gp(520);'>MT</span> does counter those. Also on the upside, meks can increase <span class="glossaryitem" onmouseover='gp(520);'>MT</span> permanently with meks tools as noted by Kharrak. Though as noted by Lepuke, he can't do this while embarked.)</font><br /> <br /> Nob Bikers: With the whole business with <span class="glossaryitem" onmouseover='gp(269);'>ID</span> they are looking a lot scarier then before, as most multi-wound models. <br /> <br /> <font color='red'>(Edit: Though aren't a cheesed powerhouse anymore. No point in equipping them differently, wound allocation has been sorted out. But, as Luke_Primer wrote, bikers are going to be very hard to hit. With T5 cover (4+ with no nasty strats) and multiple wounds, they aren't a waste of points either.)</font> <br /> <br /> So, kommandos. People say that outflankers and people with move through cover are getting a big boost. Seeing this surprise attack and the boost on speed for fleeters, this looks like we might have a decent unit. At 10pts each, they look pricy. Are these boosts going to make up for this? <br /> <br /> <span class="glossaryitem" onmouseover='gp(163);'>KFFs</span> are of course getting a nerf, to much groaning from the good and green and cheers to those with beaks. <br /> <br /> <font color='red'>(Edit: Though on the upside. The enemy does not get anywhere near as many covers also.)</font><br /> <br /> Then we get nob deathstars. They are getting a few nerfing from the fact it is now possible to negate a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> with a ap3 weapon. <br /> <br /> <font color='red'>(Edit: Also same problems as bikers.)</font><br /> <br /> Anything to add/criticise? <br /> <br /> Thanks for all feedback.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 15:09:03]]> GMT</pubDate>
				<author><![CDATA[ zilegil]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ Flamers are now powerful against transports with firepoints and open topped. Burna boyz flaming against another open topped transport, or a rhino like transport will Obliterate the units inside of it.<br /> <br /> Shokk attack gun can be fired on the move from a trukk, which I find nice. <br /> <br /> Blasts are more accurate for orks. <br /> <br /> Squadrons have gotten stronger. Meks + kanwall might actually be an improvement over <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> with the ability to resist stuns/immobilze/shaken with a 3+ save, mekboys also have a nice 4+ repair save instead of 5+. <br /> <br /> Outflanking kommandos are nicer. <br /> <br /> Zagstruck has gotten better, he has Heroic Deepstrike, meaning he can deepstrike within the 12" range and not get defensive fired. <br /> <br /> Flash gitz now hit most things on 3+<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 15:16:42]]> GMT</pubDate>
				<author><![CDATA[ ZebioLizard2]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ Oh, I forgot about gits, I'm not sure if they are yet worth it though. I mean for that point value you could get nobs, and it's not as though the <span class="glossaryitem" onmouseover='gp(57);'>HS</span> <span class="glossaryitem" onmouseover='gp(600);'>FO</span> section is not very well contested. They are going to become more common probably with fluffy armies.<br /> <br /> The other stuff is nice, I had not noticed them before now.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 15:30:27]]> GMT</pubDate>
				<author><![CDATA[ zilegil]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ I was wondering about that with the flash gitz, they might actually be playable now that they shoot like marines! <br /> <br /> i think the biggest nerf though is that nobs can now be picked out. <br /> <br /> We don't have a single normal power weapon unless burnas will count and then a whole unit parrying could be kind of funny if I understand that right. ]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 15:31:13]]> GMT</pubDate>
				<author><![CDATA[ vercingatorix]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>vercingatorix wrote:</cite>I was wondering about that with the flash gitz, they might actually be playable now that they shoot like marines! <br /> <br /> i think the biggest nerf though is that nobs can now be picked out. <br /> <br /> We don't have a single normal power weapon unless burnas will count and then a whole unit parrying could be kind of funny if I understand that right. </div></blockquote><br /> <br /> Burna's do not count for parrying. <br /> <br /> Nobz can be picked out of course by <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s, but of course we also have the grot screen for those ranged directed fire. Put those gits to work providing cover saves  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> Flash gitz do better now that they can assault, and than shoot after once something is destroyed. Plus they are one of the better chances to penetrate <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. (sad as that is)]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 15:41:33]]> GMT</pubDate>
				<author><![CDATA[ ZebioLizard2]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ Burnas, if the leak is accurate, have gotten better in assault. If I haven't misunderstood the Flame Sweep rule, at least. . . <span class="glossaryitem" onmouseover='gp(24);'>d6</span> extra attacks at S4 AP5 per model? Yes, please!]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 16:19:50]]> GMT</pubDate>
				<author><![CDATA[ BeRzErKeR]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ There is one dis-advantage to gits: they can also be picked off. I know they all have the same wargear (unless you get badrukk) and all but losing a painboy would mean losing that 4+ rigid.<br /> <br /> Then burnas sound pretty scary at taking down hordes. The template THEN another <span class="glossaryitem" onmouseover='gp(24);'>d6</span>+3 str4 attacks in the adjacent assault.<br /> <br /> Though putting them in wagons sounds a bit less wise then? Or more to the point, put them in wagons, but get them out pretty quick to assault. Yes, you don't get those awesome cheese template stacks like in the older editions, but with buffs in assault and the new rules for transport vehicles exploding, that is worth it I think?<br /> <br /> Even more power to kommandos, eh? They have burnas as a cheap upgrade don't they?<br /> <br /> So, overall more power to footslogging ork lists. I think Jidmha is right in saying that footsloggers are going to be better off than before. BWs are fun and all, trukks are even worse than before and trakks and gunwagons are decent, but with the new importance of fleet.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 17:43:54]]> GMT</pubDate>
				<author><![CDATA[ zilegil]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ * Nobs on bikes are less powerful due to the lack of wound allocation magic.   That 500 point deathstar still can die pretty quickly.   <br /> <br /> * Battlewagons are tougher as they move to -1 on the damage table instead of +1 they are today<br /> <br /> * With the increase in unit speed, foot troops become more effective.     Bringing that green tide army is more feasable.<br /> <br /> * With the assault phase being before the shooting phase, there is a good reason to bring more sluggas over shootas.  <br /> <br /> * 'Eavy armor on nob leaders is mandatory to ensure they cannot be singled out by snipers.<br /> <br /> * Grot squads more extremely effective as they are very cheap scoring units.   If they get wiped out, who cares?    <br /> <br /> * Weirdboys now give psychic defense -- something the orks were sorely lacking in<br /> <br /> * Squadren rules make kan walls more effective.   The speed increase of walkers also helps this out as well.    This also makes units of  warbuggies more effective.  <br /> <br /> * Scattering is less of an issue now.   This means that anything with a big blast template is more effective.   Possibly even looted wagons?   Now a 105 point boomgun is not such a total suck.<br /> <br /> * Flash Gitz' are a bit better than before.  <br /> <br /> * If imperial armor units are allowed, there are some nice options open for grot lists with tons of grot vehicles becomes a viable option.<br /> <br /> * Truuks are less fragile, as they no longer give +1 for being open topped.<br /> <br /> * Burnas having a range on their flamers helps.   Burnas can no longer shoot out of a wagon that moved, well...one burna boy can but that it.   This lowers the value of the burna wagon a lot.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 17:50:01]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>labmouse42 wrote:</cite>* <br /> * Weirdboys now give psychic defense -- something the orks were sorely lacking in<br /> </div></blockquote><br /> <br /> Where did you see this? I was hoping for something like this, but I must have missed it in the leak.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 18:09:39]]> GMT</pubDate>
				<author><![CDATA[ NickTheButcher]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ p109<br /> <br /> <blockquote class="uncited"><div>Psychic Counter<br /> Model Type: Psychic, Disembarked<br /> Psykers can try to counter enemy powers by<br /> tapping into the warp and draining the energy<br /> that charges the enemy psyker’s power or use a<br /> direct psychic attack to distract him. Psykers<br /> embarked on a transport cannot perform a<br /> Psychic Counter.<br /> If an enemy psyker is using one of his powers<br /> within 24” of any psyker of your own, you can try<br /> to cancel the power. Roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. If the result is 5 or<br /> higher, the psychic power is nullified and does not<br /> take effect that turn. If you have several psykers<br /> in range, or one of the psykers has a special rule<br /> or wargear to nullify enemy powers, you can only<br /> start one attempt to stop the power. If several<br /> players in a multi-player game want to nullify the<br /> power, choose one player randomly to attempt<br /> the psychic counter.</div></blockquote>]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 18:12:48]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ Wouldn't burna wagon be even more effective?<br /> <br /> As you can alpha strike after boyz (I10 fire sweep or power weapons) then if the enemy died/ran you shoot with burnas another unit and then consolidate back to  battlewagon.<br /> <br /> And if you can use <span class="glossaryitem" onmouseover='gp(60);'>IA</span> books then you can buy a burna junka instead of bw for burnas.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 18:15:58]]> GMT</pubDate>
				<author><![CDATA[ illuknisaa]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ At first this gets you excited about shooting out of transports!<br /> <blockquote class="uncited"><div>Fire Points<br /> Each transport may have a number of fire points<br /> defined in its entry. A fire point is a hatch or gun<br /> slit from which one or more passengers inside the<br /> transport can fire (or use any other Shooting<br /> action). The number of models that can fire from<br /> each fire point is specified in the vehicle’s entry,<br /> and the other transported models may not use<br /> Shooting actions.<br /> <br /> Models that fire from a transport can fire on a<br /> different target than the vehicle, but the unit<br /> must fire at a single unit as normal. The line of<br /> sight is determined from each fire point. To<br /> determine if the target unit is in cover, use a fire<br /> point chosen by the shooting unit’s controlling<br /> player. Ranges (including point blank ranges) are<br /> measured from the transport’s hull, body or base.<br /> Transports offer a stable firing platform and often<br /> provide enhanced targeting systems and gun<br /> mounts. Therefore, models embarked on a<br /> transport have the relentless shooting special rule.<br /> The field of vision of a soldier firing through a<br /> narrow firing slit is greatly reduced. To represent<br /> this, an embarked squad may only target units<br /> within 18”. This doesn’t affect the range of a<br /> weapon to resolve other situations like the<br /> distance in which a Melta weapon gets an extra<br /> Armour Penetration dice.<br /> <br /> If a model uses the multi-targeting rule to<br /> perform several Shooting actions, it needs an<br /> equal number of fire points (and a line of sight<br /> from each of them) to do so. For example, a<br /> model needs two fire points to fire an ordnance<br /> weapon from the passenger compartment of a<br /> transport</div></blockquote><br /> Then the bomb drops and you realize, only 1 burna can shoot out.  <br /> <blockquote class="uncited"><div>Shooting from moving transports<br /> If the transport is damaged or moves fast, this<br /> affects also the shooting performance of any<br /> embarked unit. If the transport cannot perform<br /> Stationary actions or has lost its multi-targeting<br /> rule (temporarily or permanently), each embarked<br /> unit can only perform a single Shooting action.<br /> For example, only a single model of an embarked<br /> unit can fire a weapon if the transport is shaken<br /> <b>or has moved at combat speed (or in the case of a<br /> fast transport, has moved at cruise speed)</b>. If the<br /> transport cannot perform Shooting actions,<br /> embarked units cannot perform Shooting actions<br /> either - the passengers are shaken as well or the<br /> fire points are destroyed.</div></blockquote>What made the burna wagon so awesome was all the units using one template.   If your disembarking all the boys, you don't get that advantage.   ]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 19:00:01]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>labmouse42 wrote:</cite> Squadren rules make kan walls more effective.   The speed increase of walkers also helps this out as well.    This also makes units of  warbuggies more effective.  <br /> </div></blockquote><br /> <br /> Now this I don't agree on. Most of these buff are balanced out by all the other bits, like becoming less durable with EV 2 and not giving your entire army that 4+ invuln (happy days).<br /> <br /> Short of that, you speak a lot of sense. I might have to rethink what I said about burnas with another rule flick.<br /> <br /> Looks like more points to footsloggers with the total obliteration of burnawagons.<br /> <br /> I did not think of the whole wound allocation thing on nob bikers. They do still seem pretty scary to me though, with the whole T5 multiwound and the fact that <span class="glossaryitem" onmouseover='gp(269);'>ID</span> has been played with. Even then they are far from being the piece of cheese they used to be. Though they also suffer the same problem that the painboy could get sniped mounting on that.<br /> <br /> I forgot to mention about heavy armour on the nob leaders. Hmm. Maybe Grotznik is becoming slightly more valuable now to grant 5++s?<br /> <br /> Good one on the sluggas over shootas thing. Though of course you will need something to give defensive fire if any strikers show up.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>labmouse42 wrote:</cite> What made the burna wagon so awesome was all the units using one template.   If your disembarking all the boys, you don't get that advantage.   </div></blockquote><br /> <br /> On the other hand you get a ten piece squad of boys with 10d6+30 str4 or 30 power attacks that can fit in a gunwagon or bigtrakk.<br /> <br /> Not quite the 100 str4 auto hit unit that we know and love, but it's not as though it is the only unit shaken up.<br /> <br /> Well actually pretty much all of them are shaken up I suppose.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 19:10:54]]> GMT</pubDate>
				<author><![CDATA[ zilegil]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ Thats a good point with the sheer number of shots that burnas can put out. <br /> <br /> You can put 3 rokkits or big shootas in each boy blob.   That can be used for defensive fire.  Also, you have a lot of sluggas that can fire.<br /> <br /> I predict that more green tide armies will begin to emerge.  The improvement of the infantry speed will help this army out a lot.<br /> I also predict that you will see more truuks in kult of speed lists.  Ramshackle is a huge boon compared to other vehicle destroyed rules.    I'm debating getting 70 nobs cheap off ebay, and building a nob/flash gitz army.   ]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 19:35:35]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(269);'>Id</span> really like to get my hands on this codex leek. Can someone point me in the right direction?]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 20:30:43]]> GMT</pubDate>
				<author><![CDATA[ Grinak]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>Grinak wrote:</cite><span class="glossaryitem" onmouseover='gp(269);'>Id</span> really like to get my hands on this codex leek. Can someone point me in the right direction?</div></blockquote>What codex leak?!<br /> <br /> There is the rules leak you can find in the news and rumors forum.   Just look for the thread with 95+ pages]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 20:35:27]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ The directed hits doesn't worry me with the boys squads because it only works for a specific armor group.  Put heavy armor on your nobz and as long as you don't allocate wounds to him he can't be targeted.  <br /> <br /> I think weirdboys just got a lot better.  With the changes to fleet additional waaghs will mean 2 in extra movement or a 10 inch charge.  The psychic defense is also very nice.  <br /> <br /> Outflanking kopters  will be crazy good, if nothing else just to force the enemy to stay in potentially unfavorable positions at the center of the board.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 20:59:55]]> GMT</pubDate>
				<author><![CDATA[ ThatEdGuy]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ the burna wagon still might be useful though as an actual assault vehicle. If you manage to lock up a unit with boys and then charge with I10 burnas now you've got a nasty combination. It would require completely outmaneuvering your opponent though, so not very reliable.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 22:07:53]]> GMT</pubDate>
				<author><![CDATA[ vercingatorix]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ Hold on, all burnas can still fire if it's an open topped vehicle.<br /> <br /> <blockquote class="uncited"><div>Models with the open-topped rule do not have<br /> specific fire points. Instead, passengers in an open<br /> topped transport may fire from any point of the<br /> model’s body or hull. Check the line of sight and<br /> cover saves of the target unit from any point on<br /> the hull or body of the transport. This does not<br /> need to be the spot that you used for measuring<br /> distances (e.g. the nearest point to the target<br /> unit). <b>The number of models that can fire from an<br /> open-topped transport is not limited by the<br /> number of fire points.</b></div></blockquote><br /> <br /> Outside from that, it doesn't seem too different to how things are now. <br /> <br /> As far as changes, Trukk delivery got a bit of a shake up. Trukks can only move 7&quot; and deploy boyz - though the Open Topped rule does allow the boyz to execute a Charge move out of the trukk. So, Ork boyz now have a 19&quot; assault range - 21&quot; if you have waaagh'd. It's a notable decrease to what we are currently used to. <br /> <br /> Also note, Red Paint now adds +1 to a vehicle's move profile, not to total distance traveled. So a Trukk with Red Paint moves 7&quot;-&gt;14&quot;-&gt;21&quot;!<br /> <br /> Waaagh also has an interesting effect. The changes to fleet means that Waaagh'ing now benifits units not looking to get into combat - providing a global 8&quot; move, or 16&quot; run for Boyz otherwise not charging. <br /> <br /> Lootas will be hitting tanks on 4+. They will be hitting stationary tanks on 3+. The mind boggles. <br /> <br /> And yes, due to Direct Hits, buying 'Eavy Armour for Nobs squad leaders will be essential. <br /> <br /> In general, due to the vast decrease in cover: global 5+ save, have to be obscured to gain cover (being in terrain doesn't automatically grant cover), intervening units no longer grant cover, and the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, it's going to be a very different ball game, possibly a much, much more aggressive one. Slower trukk delivery in itself may result in a massive shift in Ork play, particularly when combined with the worsened <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> save. ]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 22:48:26]]> GMT</pubDate>
				<author><![CDATA[ Kharrak]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>Grinak wrote:</cite><span class="glossaryitem" onmouseover='gp(269);'>Id</span> really like to get my hands on this codex leek. Can someone point me in the right direction?</div></blockquote><br /> <br /> If the link in news thread wont work then pm me your email so that I can give you the "leaked" rules<br /> <br /> <blockquote><div><cite>zilegil wrote:</cite><br /> <br /> On the other hand you get a ten piece squad of boys with 10d6+30 str4 or 30 power attacks that can fit in a gunwagon or bigtrakk.<br /> <br /> </div></blockquote><br /> <br /> I'm not sure if you get <span class="glossaryitem" onmouseover='gp(24);'>d6</span><b>+normal <span class="glossaryitem" onmouseover='gp(19);'>cc</span> attacks</b> but I know fire sweep attacks auto hit.<br /> <br /> <blockquote><div><cite>labmouse42 wrote:</cite>What made the burna wagon so awesome was all the units using one template.   If your disembarking all the boys, you don't get that advantage.</div></blockquote><br /> <br /> Sure shooting everything from a wagon is awesome but fire sweep, alpha strike and 3" extra template range make up for it. And like I said junka (counts as fast on 2+ at start of movement, has free deffrolla, 3 free scorchas and <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 flamer all for 85pts). Also I never considered wagon's open topped shooting as the real bonus for burnas. Much more important is the added survivability of wagon.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 23:13:58]]> GMT</pubDate>
				<author><![CDATA[ illuknisaa]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>Kharrak wrote:</cite>Hold on, all burnas can still fire if it's an open topped vehicle.[</div></blockquote>Sure they can, if the wagon stands still.<br /> Read the second rules snippet I posted earlier.   I doubt many units will rush to get close to the wagon loaded with burnas.<br /> <br /> As was mentioned earlier, the flamers in assault are darn good and I can see them being used as an assault unit, but the mobile wagon flame machine is gone.  At best you can drop them all out and have em all flame a target]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 23:48:04]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ Edited the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 07:00:35]]> GMT</pubDate>
				<author><![CDATA[ zilegil]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ As much as I love the new firesweep, when will I ever use the power weapon option on my burnas?<br /> <br /> Since warbikers have jink, units with BS3 hit on +5 when the bikes have move, on top of the 5 toughness against shooting and +4 cover save makes them dead 'ard. and since the toughness increase can't be ignored by instant death, you'd need a lascannon to take out a biker nob.]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 07:43:42]]> GMT</pubDate>
				<author><![CDATA[ Luke_Prowler]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>Luke_Prowler wrote:</cite>As much as I love the new firesweep, when will I ever use the power weapon option on my burnas?<br /> </div></blockquote><br /> <br /> On space marines, chaos marines, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> units, sisters of battle, and terminators, maybe necrons too. ]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 07:57:04]]> GMT</pubDate>
				<author><![CDATA[ ZebioLizard2]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ Note that all flamers can now fire their template 3" away from their base, hellhound-style. That way a disembarked unit of burnaz will most likely be able to shoot all its templates at their target, unlike now, where half the burnaz are blocked from shooting. In addition, both Zagstrukk and Warpheads can now deepstrike much more careless, as you can no longer lose your unit by mishapping.<br /> <br /> Someone also said that boyz can charge 10", that's incorrect. Boyz move 6" and charge 12". During a Waagh, you move 8" or charge 16".<br /> <br /> As collateral damage of making fleet better, Ghazghkull Thrakka became mostly useless though.<br /> <br /> Battlewagons can no longer killed by glances, thus making them a lot more durable, even if <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> going down to 5+. Multi-targeting(3) also means no more points wasted on big shootaz, while making "weapon destroyed" completely harmless. So, instead of 3 dangerous results from glances, we went down to one, while penetrating hits went from five to three dangerous results. I wouldn't call battlewagons dead just yet.]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 08:01:18]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ I gave the leak a quick read, and horde lists are definately looking better (especially now that models within 3" of a model in b2b get to attack) and the changed movement gives most units a 12-18" threat range, stormboyz and tankbustas get a little love with regards to actually getting to do something.  The main nerfs i see are to our <span class="glossaryitem" onmouseover='gp(163);'>KFFs</span> and <span class="glossaryitem" onmouseover='gp(19);'>Cc</span> potential, we are still demons in assault, but with all <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attacks being AP6 every sucessful wound is.going to hit us hard (unless we get <span class="glossaryitem" onmouseover='gp(36);'>faq</span>'d to a 5+) I see grotsnik and his cybergrots lists being very effective in 6th, if only because they get that 5++]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 08:02:15]]> GMT</pubDate>
				<author><![CDATA[ Leigen_Zero]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>Leigen_Zero wrote:</cite>I gave the leak a quick read, and horde lists are definately looking better (especially now that models within 3" of a model in b2b get to attack) and the changed movement gives most units a 12-18" threat range, stormboyz and tankbustas get a little love with regards to actually getting to do something.  The main nerfs i see are to our <span class="glossaryitem" onmouseover='gp(163);'>KFFs</span> and <span class="glossaryitem" onmouseover='gp(19);'>Cc</span> potential, we are still demons in assault, but with all <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attacks being AP6 every sucessful wound is.going to hit us hard (unless we get <span class="glossaryitem" onmouseover='gp(36);'>faq</span>'d to a 5+) I see grotsnik and his cybergrots lists being very effective in 6th, if only because they get that 5++</div></blockquote><br /> <br /> Not all <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attacks, remember it has to be an actual <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> weapon, meaning things like space marines tactical squad will only be able to smack us back with their bolters, or shoot us with their pistols.]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 08:12:36]]> GMT</pubDate>
				<author><![CDATA[ ZebioLizard2]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ Also note that Kan walls themselves will no longer provide cover saves to units behind them. <br /> <br /> Intervening models no longer provide cover saves. Well, they can if you declare them as cover, but then they will take a critical hit for every saved wound. <br /> <br /> Combine that with Kans being easier to hit, and 5+ save, Kan Wall will likely lose it's purpouse completely. <br /> <br /> Also, about the Burna Wagon, I see what you're saying. Pity that, but I do look forward to being forced to see what else I can field. <br /> <br /> And a note on squadrons being able to negate damage - it's a very tricky scenario, since I've playtested with it. On one hand, with a full squadron, you get a 3+ to negate it, but if you fail it, all the members of the squadron take that damage. Having an entire squadron suffer wepaon damage (-1 multitargeting) or being immobilized is hilarious, but frustrating. Then again, a single immobilized squadron member anchors the whole unit anyway, so it's a arguable risk to take. <br /> <br /> Also, also, check out the repair rules! A Big Mek can permanently INCREASE the multitargeting of a vehicle! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 09:00:49]]> GMT</pubDate>
				<author><![CDATA[ Kharrak]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>ZebioLizard2 wrote:</cite><br /> <br /> Not all <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attacks, remember it has to be an actual <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> weapon, meaning things like space marines tactical squad will only be able to smack us back with their bolters, or shoot us with their pistols.</div></blockquote><br /> <br /> Yeah I missed that part (although I though all marines came with Bolter & Bolt Pistol + <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> as default)<br /> <br /> Also looking at the new <span class="glossaryitem" onmouseover='gp(269);'>ID</span> rules, it seems to have gotten a pretty big nerfing, especially as power weapons, lightning claws, etc no longer cause <span class="glossaryitem" onmouseover='gp(269);'>ID</span>.  But the main threats to our nobz as a result to the <span class="glossaryitem" onmouseover='gp(269);'>ID</span> changes are still those things that we didn't want them to dice with in the first place (i.e. assault based heavy infantry such as assault termies).<br /> <br /> Out of curiosity, why are kans reduced to a 5+ save now? (i understand <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> and other cover no longer works, but where did the 5+ come from?)]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 09:30:31]]> GMT</pubDate>
				<author><![CDATA[ Leigen_Zero]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>Leigen_Zero wrote:</cite>Out of curiosity, why are kans reduced to a 5+ save now? (i understand <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> and other cover no longer works, but where did the 5+ come from?)</div></blockquote><br /> The global cover save is 5+, instead of 4+, for everyone. Additionally, the Ork <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> stated simply that the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> grants all units within 6" get 5+, and left it at that. Thus, Kans only get a 5+ cover save. ]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 09:34:34]]> GMT</pubDate>
				<author><![CDATA[ Kharrak]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Also looking at the new <span class="glossaryitem" onmouseover='gp(269);'>ID</span> rules, it seems to have gotten a pretty big nerfing, especially as power weapons, lightning claws, etc no longer cause <span class="glossaryitem" onmouseover='gp(269);'>ID</span>. </div></blockquote><br /> <br /> Uhh... Curious thoughts there, those didn't cause <span class="glossaryitem" onmouseover='gp(269);'>ID</span> before, unless you were double strength.  ]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 09:45:17]]> GMT</pubDate>
				<author><![CDATA[ ZebioLizard2]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>ZebioLizard2 wrote:</cite><blockquote class="uncited"><div>Also looking at the new <span class="glossaryitem" onmouseover='gp(269);'>ID</span> rules, it seems to have gotten a pretty big nerfing, especially as power weapons, lightning claws, etc no longer cause <span class="glossaryitem" onmouseover='gp(269);'>ID</span>. </div></blockquote><br /> <br /> Uhh... Curious thoughts there, those didn't cause <span class="glossaryitem" onmouseover='gp(269);'>ID</span> before, unless you were double strength.  </div></blockquote><br /> <br /> True.]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 10:20:09]]> GMT</pubDate>
				<author><![CDATA[ zilegil]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ I can honestly say I though power weapons caused instant death, although I may be getting confused now <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"><br /> <br /> Ah I see what you mean on the cover save front, the 'default' cover save for most units in cover is now 5+ (rather than 4+), makes more sense now.]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 12:34:10]]> GMT</pubDate>
				<author><![CDATA[ Leigen_Zero]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ Embarked units cannot perform Support, Combat<br /> and Disembarked actions.<br /> <br /> Repair<br /> Type: Shooting, Support<br /> <br /> Mek's and Big Mek's can no longer repair the vehicle they are embarked in by the looks of it?]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 13:15:34]]> GMT</pubDate>
				<author><![CDATA[ Lepuke]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ Remember all, this 'rulebook' has not been confirmed by <span class="glossaryitem" onmouseover='gp(50);'>GW</span>.   While its fun to speculate about how these rules would impact the game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, it is purely an intellectual exercise.<br /> <br /> I do not suggest selling or buying model based upon this rulebook, as it's possible that its an elaborate hoax.]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 14:06:12]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>labmouse42 wrote:</cite>Remember all, this 'rulebook' has not been confirmed by <span class="glossaryitem" onmouseover='gp(50);'>GW</span>.   While its fun to speculate about how these rules would impact the game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, it is purely an intellectual exercise.<br /> <br /> I do not suggest selling or buying model based upon this rulebook, as it's possible that its an elaborate hoax.</div></blockquote><br /> <br /> Pretty much, even the 5th edition leak was about 70% correct. But we're not to certain here.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 20:09:20]]> GMT</pubDate>
				<author><![CDATA[ ZebioLizard2]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ Ooookay, Lootas are hurtin'. Getting hit on 2+ is seeing them getting wiped out before getting much of a chance. <br /> <br /> In my three playtests using this rulebook, against Tau, Dark Eldar, and Space Marines, my army has just completely disintegrated before it could have any effect. Need to adapt! Need to find some Rocky stairs to run up...]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 20:54:23]]> GMT</pubDate>
				<author><![CDATA[ Kharrak]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ Well, Lootas his +4 on tanks and +3 on stationary tanks, and they out range most of the stuff that would hit them on +2. Yah just got to be kunnin']]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 20:57:31]]> GMT</pubDate>
				<author><![CDATA[ Luke_Prowler]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ I spent a lot of time finishing up my Nob Bikers (really just converted and painted them for kicks, loved the models and the paint scheme) and I know that the wound allocation thing has nerfed them a lot. <br /> <br /> Does anyone have an idea what would be the best way to employ them? Being an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> player I really don't know... T_T ]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 20:57:48]]> GMT</pubDate>
				<author><![CDATA[ eYe_aM_SaSsY]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>Luke_Prowler wrote:</cite>Well, Lootas his +4 on tanks and +3 on stationary tanks, and they out range most of the stuff that would hit them on +2. Yah just got to be kunnin'</div></blockquote><br /> My experience has been a tad biased, since the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> player had the venoms moving 16" and firing the 12 poison shots, and the Tau player was... well... tau. Hopefully They prove themselves capable with a more varied match up <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 21:03:42]]> GMT</pubDate>
				<author><![CDATA[ Kharrak]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>labmouse42 wrote:</cite>Remember all, this 'rulebook' has not been confirmed by <span class="glossaryitem" onmouseover='gp(50);'>GW</span>.   While its fun to speculate about how these rules would impact the game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, it is purely an intellectual exercise.<br /> <br /> I do not suggest selling or buying model based upon this rulebook, as it's possible that its an elaborate hoax.</div></blockquote><br /> <br /> For real, I keep seeing posts in almost all the forums of people already playing these "leaked rules" when there is absolutely no evidence of these being actual 6th edition rules. All these people are memorizing stuff that is in all likelyhood false. I think everyone needs to stop assuming this is the future. Furthermore, 6th edition is probably +6 months away. I know I'll be playing some games before then, so I'm not planning on changing any aspect of the way I play.<br /> <br /> Until <span class="glossaryitem" onmouseover='gp(50);'>GW</span> says that the "leaked rules" are legit, I'm going to assume that one or more people wasted a whole lot of time writing up rules the way they think they should be and duping a bunch of rubes into believing it.]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 21:08:36]]> GMT</pubDate>
				<author><![CDATA[ beigeknight]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ Even if they are real, it's commonly understood that they are quite old and undoubtedly playtested to a much different state. I also think that 5th ed has been too successful for them to make such large changes.<br /> <br /> Having disclaimed that, I'm not a big fan of the new rules. It seems even harder to bring down vehicles now.  I can see an even stronger move towards power armor based armies and fast vehicles.  <br /> <br /> How do we take down a Stormraven gunship or a Land Raider?]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 23:18:59]]> GMT</pubDate>
				<author><![CDATA[ wormark]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>wormark wrote:</cite>Even if they are real, it's commonly understood that they are quite old and undoubtedly playtested to a much different state. I also think that 5th ed has been too successful for them to make such large changes.<br /> <br /> Having disclaimed that, I'm not a big fan of the new rules. It seems even harder to bring down vehicles now.  I can see an even stronger move towards power armor based armies and fast vehicles.  <br /> <br /> How do we take down a Stormraven gunship or a Land Raider?</div></blockquote><br /> On the contrary, it's easier. Stationary vehicles get hit on <span class="glossaryitem" onmouseover='gp(14);'>BS</span>+1, and tanks get hit on <span class="glossaryitem" onmouseover='gp(14);'>BS</span>+1, so stationary tanks get hit on <span class="glossaryitem" onmouseover='gp(14);'>BS</span>+2. Tanks themselves are a bit tougher, but in general the ability to glance and at least prevent vehicles from firing has much improved. Not to mention blast templates always hitting with full strength. <br /> <br /> Fliers are fast, having an EV of 6, but if they get hit, they are likely going down. Note, weapons with the <span class="glossaryitem" onmouseover='gp(805);'>AA</span> special rule will be hitting fliers on default <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. Remember that Fliers are immediately destroyed on any result from Stunned and up. That's basically a pen roll of 2+. <br /> <br /> In general, vehicles do have less use - vehicle's can't capture points, nor can troops inside transports. One will have to disembark, and there be dragons.<br /> <br /> How to take down landraiders? Same way as usual, I guess. Hit it with deffrolla. In the end, if you keep it from moving and shooting, it's an advantage, especially considering the "basic" game type is kill points AND objective points. ]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 23:29:42]]> GMT</pubDate>
				<author><![CDATA[ Kharrak]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>Kharrak wrote:</cite>Also note that Kan walls themselves will no longer provide cover saves to units behind them. <br /> <br /> Intervening models no longer provide cover saves. Well, they can if you declare them as cover, but then they will take a critical hit for every saved wound. <br /> <br /> Combine that with Kans being easier to hit, and 5+ save, Kan Wall will likely lose it's purpouse completely. <br /> <br /> Also, about the Burna Wagon, I see what you're saying. Pity that, but I do look forward to being forced to see what else I can field. <br /> <br /> And a note on squadrons being able to negate damage - it's a very tricky scenario, since I've playtested with it. On one hand, with a full squadron, you get a 3+ to negate it, but if you fail it, all the members of the squadron take that damage. Having an entire squadron suffer wepaon damage (-1 multitargeting) or being immobilized is hilarious, but frustrating. Then again, a single immobilized squadron member anchors the whole unit anyway, so it's a arguable risk to take. <br /> <br /> Also, also, check out the repair rules! A Big Mek can permanently INCREASE the multitargeting of a vehicle! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> <br /> Model <i>with bases</i> no longer provide a cover save. This means basically any vehicle and some of the larger walkers, like sould grinders still provide cover. KingCracker's Buggy Wall might become the next super secret tech.<br /> Also keep in mind that neither buggies, nor trukks are tanks and thus not massive. Not being massive means they can use cover from terrain just like any infantry model.<br /> <br /> As for why to play these rules? Because they are awesome and fun to play.]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2012 07:39:59]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>eYe_aM_SaSsY wrote:</cite>I spent a lot of time finishing up my Nob Bikers (really just converted and painted them for kicks, loved the models and the paint scheme) and I know that the wound allocation thing has nerfed them a lot. <br /> <br /> Does anyone have an idea what would be the best way to employ them? Being an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> player I really don't know... T_T </div></blockquote><br /> <br /> Bikers are going to be insanely hard to hit when moving at full pace. Also they have T5 and a cover save to save their necks. All this combined mening at full speed they are going to be practically impossible to wound.<br /> <br /> Not quite so much need of  painboy as they have covers and he can get sniped, also <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is slightly nerfed.]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2012 09:19:23]]> GMT</pubDate>
				<author><![CDATA[ zilegil]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>beigeknight wrote:</cite><blockquote><div><cite>labmouse42 wrote:</cite>Remember all, this 'rulebook' has not been confirmed by <span class="glossaryitem" onmouseover='gp(50);'>GW</span>.   While its fun to speculate about how these rules would impact the game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, it is purely an intellectual exercise.<br /> <br /> I do not suggest selling or buying model based upon this rulebook, as it's possible that its an elaborate hoax.</div></blockquote><br /> <br /> For real, I keep seeing posts in almost all the forums of people already playing these "leaked rules" when there is absolutely no evidence of these being actual 6th edition rules. All these people are memorizing stuff that is in all likelyhood false. I think everyone needs to stop assuming this is the future. Furthermore, 6th edition is probably +6 months away. I know I'll be playing some games before then, so I'm not planning on changing any aspect of the way I play.<br /> <br /> Until <span class="glossaryitem" onmouseover='gp(50);'>GW</span> says that the "leaked rules" are legit, I'm going to assume that one or more people wasted a whole lot of time writing up rules the way they think they should be and duping a bunch of rubes into believing it.</div></blockquote><br /> <br /> I hear people sometimes play games for "fun", ever heard of that?<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2012 12:05:40]]> GMT</pubDate>
				<author><![CDATA[ Lepuke]]></author>
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				<title>Re:6th ed ork changes?</title>
				<description><![CDATA[ <blockquote><div><cite>Lepuke wrote:</cite><blockquote><div><cite>beigeknight wrote:</cite><blockquote><div><cite>labmouse42 wrote:</cite>Remember all, this 'rulebook' has not been confirmed by <span class="glossaryitem" onmouseover='gp(50);'>GW</span>.   While its fun to speculate about how these rules would impact the game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, it is purely an intellectual exercise.<br /> <br /> I do not suggest selling or buying model based upon this rulebook, as it's possible that its an elaborate hoax.</div></blockquote><br /> <br /> For real, I keep seeing posts in almost all the forums of people already playing these "leaked rules" when there is absolutely no evidence of these being actual 6th edition rules. All these people are memorizing stuff that is in all likelyhood false. I think everyone needs to stop assuming this is the future. Furthermore, 6th edition is probably +6 months away. I know I'll be playing some games before then, so I'm not planning on changing any aspect of the way I play.<br /> <br /> Until <span class="glossaryitem" onmouseover='gp(50);'>GW</span> says that the "leaked rules" are legit, I'm going to assume that one or more people wasted a whole lot of time writing up rules the way they think they should be and duping a bunch of rubes into believing it.</div></blockquote><br /> <br /> I hear people sometimes play games for "fun", ever heard of that?<br /> </div></blockquote><br /> <br /> I do it because I enjoy the new version, if its fake I can go back to my brooding cynicism about the recently nerfed chaos army, my lackluster tau shooting, and the broken Tyranid army. <br /> <br /> It's not to not have so much cynicism as it was before. So if 6.0 is really 5.5...Well, I can enjoy these rules as house rules. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2012 15:18:26]]> GMT</pubDate>
				<author><![CDATA[ ZebioLizard2]]></author>
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				<title>6th ed ork changes?</title>
				<description><![CDATA[ This should become relevant to your tactics.  <a href="http://www.beastsofwar.com/warhammer-40k/leaked40k-heretics-rulebook-real/" target="_blank" rel="nofollow">http://www.beastsofwar.com/warhammer-<span class="glossaryitem" onmouseover='gp(3);'>40k</span>/leaked40k-heretics-rulebook-real/</a>]]></description>
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				<pubDate><![CDATA[Fri, 27 Jan 2012 07:52:21]]> GMT</pubDate>
				<author><![CDATA[ Big Mek Wurrzog]]></author>
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