There's not really any new psychic stuff to mess around with. We don't get access to any disciplines - which makes sense, since discipline is the last word that should describe a wyrdboy.
They get slightly better Zog da Wyrd saves (that's what I'm calling it and you can't stop me), and could get extra Waaagh! attempts for the Dakkajet, but otherwise they're basically the same as they are now.
hi folks
long time lurker, small time poster
I'm considering a bunch of lootas in a battlewagon (maybe one with 4 big shootas and a kannon). Maybe even a kill cannon. Can trundle around a bit and fire everything. Lootas get snap shots even after the big gun fires :-). Anyone who tries to assualt the battlewagon gets snap shots from the lootas as well. A Mek witha big shoota or 3 (+oilers) with the lootas can help keep the Hull Points of the Battle wagon up :-) . . . nice lot a dakka from the mobile Ork-fort
Played a game using a small foot slogging force on sunday against my son's guard. hmm overwatch hurts . . .
Cheers
Brother Axel
Fear the Fish
Why would you want to? Lootas have a nice long range. Just stick them behind an aegis wall and you won't be snap shooting, which still halves our accuracy.
Its burna's that love sitting in a battle wagon. Speed them around the field to offset their short range and they snapshoot even better doing d3 hits per burna boy.
Mad Doc Grotznik + Meganobs is the new Ghazghkul + Snikrot.
He gives them rage, fearless, FnP and option to buy a 5++ save. 9 Meganobs + Grotznik fit in a battlewagon, and deliver 51 S9 Powerklaw attacks on the charge.
Nob bikers no longer need a Warboss-babysitter, altough there's nothing wrong with putting your Warboss there.
Sadly, Blitzabomma's and Burnabommas are lacking (but still very orky), so the only worthwhile flyer is the Dakkajet right now. No ork-army should leave their camp without one...or three.
No one have told the Trukks that they now have hullpoints, they die and ramshackle just as much as before.
Being open topped is irrelevant if the vehicle explodes now, our orks suffer S4 hits, and that will hurt a trukkboy unit.
Trukks can move 24" now though (compared to the old 18"), and while chargingdistances have decreased somewhat (instead of 20", they now charge up to 12"+2D6), the theoretical chargerange trukkboyz have, should make most enemy shootyunits uneasy.
My thoughts on how 6th ed. affects our army:
Nerf to Furious Charge will rarely affect us.
Waaagh got different, for good or ill.
No Retreat is awesome.
Overwatch probably benefits us more than any other army - we almost hit at our normal BS while shooting overwatch.
Ghazghkul - is still a combatbeast, but his Waaagh makes no sense now, especially since he can't utilize it (except the 2++ Save), and I'm not sure if he's worth his cost anymore.
Can't comment on Wazdakka as I've never used him.
Old Zogwort - is still decent, if you field a weirdboy and have the points to upgrade him to Old Zogwort, do it!
Mad Doc - is awesome now, since Rage went from a bad specialrule to a good one.
Warbosses - are as viable as before.
Weirdboyz - are more viable, but still a subpar choice.
Big Meks - KFFmeks are viable, but got worse. On the other hand, SAG Mek's got alot more viable.
Megaarmoured Nobz - are slightly better, but still suffer from lack of options - unless you as previously mentioned, add Mad Doc Grotznik to the mix, whereas they become awesome.
Biker Nobz - got a huge buff - better coversaves than other bikes, and now only suffer ID against S10? Sign me up!
Nobz - are still a great unit, and while wound-allocation-abuse got worse, it's still doable.
Lootas - enjoy the introduction of Snap Shots and the new glancing rules, and are as viable as ever.
Burna Boyz - as a close combat unit got worse, but if it's possible to put 10-12 in a Battlewagon, move 12" and inflict 10-12 D3 S4 hits on a unit within 8", sign me up!
Kommandos - where a poor unit in 5th without Snikrot, and a decent one with Snikrot. Now they are a waste of points regardless if you include Snikrot or not.
Tankbustas - got a buff due to premeasurement and the FAQ. More viable, but Lootas will probably be the better choice for anti-tank duty anyway.
Shootaboyz - are as awesome as ever. Put down 30 of them and enjoy overwatch,
Sluggaboyz - should only be used as Trukkboyz, and they did as I previously mentioned got worse, but are 6point orks, so still a very viable unit.
'Ard boyz - still don't make any sense to anyone, and the entire entry should be ignored.
Gretchin - can still screen, but not as good as they used too. Personally I always tend to fill my troop-choices with boyz and nobs, so I don't see the point in gretchin anymore, unless you have 1 troopslot over and 40 pts for some objective-holding.
Trukks - still made out of paper. A worse transport than in 5th, but still viable. Perfect for snapshooting down flying monstrous creatures.
Blitzabomma / Burnabomma - cool model's, but they are outshun by their fighter-counterpart. Decent antihorde weaponry, but since when do orks need that?
Dakkajet - Let me just say this once: Orks with BS3! Very cost effective for taking down enemy fliers. If your opponent don't have any, still very effective at shooting enemy MC's and high T stuff in general. Dakkadakka.
Ork Bikers - Still enjoy the best coversave in the game right now. Still viable I guess, but a sub-par choice.
Deffkoptas - Huge buff due to now being T5 instead of T4(5). Green Baron build is dead since they're not allowed to first-turn charge anymore. Should be used cheap with a TL-Rokkitlauncha.
Warbuggies - I'd probably rather take a Deffkopa with TL-Rokkitlauncha than a Warbuggy with TL-rokkit launcha now. Still viable, but there are better options in the book. Never saw anyone take Buggies with TL-Bigshootas or Skorchas to begin with.
Stormboyz - Got much more appealing. Fast as *****, and theoretical (but unlikely) first-turn-chargers. Remember that their HoW-hits are only S3. Add Zagstrukk and you have one of the very rare units that can charge after comming in from reserve.
Deffdread - Wasn't really a good choice in 5th, and still isn't. Orky and stompy, but there are better HS-choices to choose from.
Killa Kans - The Kan-wall list is pretty much dead, due to worse saves and only having 2 HP's each. HP-allocation-abuse is possible, but in the end, this won't save them. Killakans are still a good unit, but not nearly as scary as they used to be.
Battlewagon - Still awesome as a transport, still have a deffrolla. What more do you need? Oh yeah, Killkannon might actually be useful now.
Looted Wagon - Slightly better since whatever it's shooting at won't automatically have a 4+ coversave anymore. Still overpriced though, I'd rather have a Dakkajet, or even a Blitzabomma.
Big Gunz - T7 grotz? Lulz. Kannon is still the given choice due to versatility. Not only T7, but the changes to coversaves also benefit theese guys more than it damages them.
Flash Gitz - Still overpriced, still beats the snot out of many dedicated combat units, still the most awesome thing ever, and still lacks official model's. (no, the one single-pose flashgit GW sell's doesn't count.). Changes to coversave benefits them though...wait, what coversaves? Waaaghahgahghah!Not the best choice, but I will personally field Flash Gitz more often. Overwatch and ignores cover might not be enough to make theese guys a competetitve choice, but it's a start.
Overall I feel that the Ork Codex has gotten slightly worse at combat, while getting much better at shootng, so basically it sounds like 6th Ed. in a nutshell.
Last edited by Minsc; 03-07-2012 at 00:15.
@Minsc
Burnas can't make Snap Shots. What you are thinking of is the 'Wall of Death' rule, which let's template weapons make Overwatch shots.
I don't get paid to speak, I get paid to SCIENCE.
Mad dok doesn't give rage he has one scalpel short of a medpak ability which forces the unit move
Orks vs.
WIN-DRAW-LOST
GK: 2-0-2...... BA:0-1-0....DA: 0-0-0
IG: 4-0-1.......SM: 2-1-0...SW:0-0-0
DEM: 3-1-1....DE: 1-0-0....ELD:0-0-0
Ork: 2-1-1.....Tau: 1-0-0...NIDS:1-1-1
BT: 1-0-1......Sob:1-0-0....NEC:3-0-1
I wasn't certain, hence why I typed "if it's possible".
In the 5th Ed. FAQ they claimed that OSSoaMP followed the rules for Rage. I haven't actually checked if it's still there though.Mad dok doesn't give rage he has one scalpel short of a medpak ability which forces the unit move
Nob squads ( and Nob bikers) ability to snipe leaders and special weapons on a 6+ with shooting is pretty coolgood way of culling flamers or characters before the assault even goes down if you roll well.
They've been classified as characters in the appendix, with no differential between the unit and Nobs as Squad upgrades. Though they aren't the only unit to be all characters, Paladins are too. It means they have access to Precision Shots.
Annoyingly, Meganobs are not characters, just regular Nobs and Nob bikers.
I don't get paid to speak, I get paid to SCIENCE.
Unfortunately it is not currently RAGE. It has defaulted back to the original rules for OSSoaMP. Shame really.
God had to give Jack Bauer immunity on the sixth commandment "Thou shalt not kill". If he hadn't, Jack would've considered God to be a terrorist and God knows what happens to terrorists.
Jack and Jill went up the hill. Only Jack came down. Jill was a *********** terrorist.
Mildly miffed. After having started scratch-building a grot-tank and killa kan horde I will now put them back in their boxes and wait for the Forgeworld FAQs and 6th ed Ork codex.
This is awesome. I wish I had realized this last night >_<
Is anyone else in the same mindset of why would you NOT take Kombi-skorchas on your entire nob squad? Also, with precision shots, is it worth it to take Kombi-Rokkits? I mean, you're kind of a 1 trick pony that has a 1/6 chance of earning precision shots...but imagine if it did :O
I mean, if they fail, big whoop. You still have shoots to do the same thing.
Last edited by Gosford; 03-07-2012 at 14:08.
True.
As for Kan Wall. I don't know if it's necessarily nerfed as much as we think it is. Considering we can abandon immobilized Kans and they can still shoot is a pretty big upgrade in a sense. Also, once a walker has been abandoned it is considered a lone wolf and "...as a separate unit from now on." Which means if it is abandoned and then grot riggered or mek repaired, it can run wherever the hell it wants!
God had to give Jack Bauer immunity on the sixth commandment "Thou shalt not kill". If he hadn't, Jack would've considered God to be a terrorist and God knows what happens to terrorists.
Jack and Jill went up the hill. Only Jack came down. Jill was a *********** terrorist.
Is it just me or will you be dragging out the 'Ork Barricades' for your Aegis Lines? I think that makes us the only non SM army with pre made fortifications...
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I am here: http://tapatalk.com/map.php?vyngjm
just been reading the book, what are you guys thoughts on truks now?
I'm thinking they are actually pretty decent:
Can now move 24" in one turn to cover (25 RPJ).
Next turn, move 6" (+1 RPJ), guys can get out 6" and then charge 2d6, for a potential 25" charge range! (can tie this in with a waaggh so you have the re-roll of either d6)
If you can block them well with buggies maybe... speed freaks might be the way forward.
Heck might even be worth keeping them in reserve if ye opponent is going first, stops em gettin shot then they whoosh 24" when they come on and assault the turn after.
Last edited by Latro_; 03-07-2012 at 16:25.
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