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				<title>Ork Klan Tactics specualtion </title>
				<description><![CDATA[ So with the most recent news on the codex front it now seems very likely orks will be getting Klan Tactics. What do you think each klan will be getting and why? I am going to assume with my predictions they are around the same power level that the chapter tactics of 7th were. I only have a few ideas and not so sure on others.<br /> <br /> Evil Sunz: +1 inch to all forms of movement including moving, charging, piling in, consolidating, falling back etc etc and anything I missed.<br /> <br /> The idea is that the evil sunz are the fastest and as such they are able to get into the fight a bit faster and this 1 inch bonus really starts to add up when you consider you move 1 extra inch, advance one extra inch and charge 1 extra inch for 3 more inches then you would normally get. <br /> <br /> ------<br /> <br /> Snakebites: 6+++ ignore wounds/mortal wounds. <br /> <br /> Snakebites are known to be especially tough so giving them all a free painboy save on top of any other saves will really go a long way in boosting their toughness and really showing how resilient orks can be. Like if they get shot by bolters with a painboy around they get 6+ armor, 6+ dok tools, 6+ Snakebites bonus. Gameplay wise it also fits with them not getting good saves, but they get to make a lot of them. Alternatively to cut down on rolling so many dice their 6+++ save could also be listed to just be added to dok tools if they are recieving that bonus thus giving them a 5+ dok tools which % wise is very close to having two 6+ saves.<br /> <br /> ------<br /> <br /> Bad Moonz: Now I have one of two ideas for these guys<br /> <br /> 1. All characters do not pay for the first 15 points of wargear they take. Bad Moonz are known for being the richest of the orks and their characters would be pretty blinged out with extra shiny bits. Assuming you had say 10 characters in your army who could take gear you would have 150 extra points. Nothing game breaking, but definitely a nice bonus.<br /> <br /> 2. Add +1 shots to all Bad Moonz assault weapon profiles. So this means Assault 2 becomes Assault 3, Assault <span class="glossaryitem" onmouseover='gp(24);'>d6</span> becomes Assault <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+1, etc etc. Bad Moonz are also known for being pretty darn shooty so giving them more dakka would reflect that and set them up as the go to shooty gitz. I hesitate to give them +1 to all shooting weapons because that would be a huge jump in power for some weapons and while that would make them actually worth their points I just think it would get TOO good to pass up.<br /> <br /> ----<br /> <br /> Blood Axes: +2 Command points for your army that can ONLY  be used on blood axe models. In additon blood axes can set up 3 INFANTRY units at the end of any of their movement phases anywhere outside of 9 inches of an enemy unit.<br /> <br /> These bonuses reflect their more intelligent warfare waging ways as well as how sneaky they are. Having 3 blobs of 30 starting 9 inches away would be very scary for a lot of armies. <br /> <br /> Thats all the ones I can think of for now. What about you guys? <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 6 Jul 2017 02:30:16]]> GMT</pubDate>
				<author><![CDATA[ Tibs Ironblood]]></author>
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				<title>Re:Ork Klan Tactics specualtion </title>
				<description><![CDATA[ Goffs: They love to fight even more than most Orks so maybe Reroll 1's to hit and/or wound on the turn they charge.<br /> <br /> It's hard to think of something that won't make one Klan more powerful than the others.]]></description>
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				<pubDate><![CDATA[Thu, 6 Jul 2017 03:35:50]]> GMT</pubDate>
				<author><![CDATA[ Greenizbest]]></author>
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