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Orks in 6th Edition Warhammer 40k

Updated on September 8, 2013

Introduction

The 6th edition of Warhammer 40K was released in June 2012, bringing with it a host of new rules and changes to old rules. This article will look at how some of those new or changing rules will affect the Ork armies we've used to stomp across the 5th edition universe.

Let's go through a typical turn sequence and I will point out some of the new/changes rules and how it will affect some of our troops. We will look at the Movement, Shooting, and the Assault phases.

Movement Phase

'Er we go! 'Er we go!

The most immediate change Ork players will face is the inclusion of Mysterious Terrain. For players of 8th ed Warhammer Fantasy, this will be a familiar rule. Basically, certain terrain (woods, but possibly others) have unknown rules associated with them. Only when a model enters the terrain for the first time is a die rolled to determine the "mysterious" ability. Basing this on Warhammer Fantasy, the terrain effects range from harmful, to annoying, to mildly beneficial.

I mention this in relation to Orks because we often have VERY large mobs that take up a lot of table space. We Orks are going to be rolling for a lot of mysterious terrain. We're gong to have a hard decision to make in many situations. Do we risk a bad roll on the Mysterious Terrain table in order to gain that coveted 5+ cover save (or better)? Simple solution? Take a Big Mek with a Kustom Force Field and avoid the trees.

Speaking of Cover Saves, in 6th ed, cover saves are granted to individual models and NOT to units. You may have a mob of 30 boyz with 15 of them safe in the woods and 15 wandering out in the open. This is going to be a big problem in 6th edition. Here's why.

Your opponent can now choose to "focus fire" at troops out in the open. The benefit of this is that he may target the models in the open, denying your boyz a cover save! The downside of this is that he will be limited to only killing models in the open, so your boyz in the trees will be safe.

So what's the strategy? Try keeping a few models out in the open ON PURPOSE, to give your opponent a tempting trap. Does he target the larger portion of your mob and grant your boyz a cover save? Or does he focus fire on the boyz in the open, denying the cover save, but limiting the number of kills he can score? Since Ork players have access to such large mobz, it's a viable tactic to leave a few boyz out in the open as bait. It's a little weedy, but hey, this is war! To make this trick a little more tempting . . . why not leave a heavy weapon out in the open? If you are expecting to be in Assault range on your next turn, why do you need that Big Shoota? Leave him out in the open and dare your opponent to pick off your heavy weapon. An inexperienced player may jump at the chance to kill a heavy, and ignore the fact that he'd be better off killing more regular boyz to reduce your assault next turn.

I'm going to jump into the Shooting Phase for a moment because it has to do with our movement. Wounds caused in the Shooting Phase are taken by the models closest to the shooting model. This means that any characters (including Nobz now) or any heavy/special weapons models are more vulnerable to being picked off by gunfire. Keep this in mind as you place your models in the movement phase. If you place that Big Shoota in the front rank towards one corner, and your opponent shoots at your mob from that corner, then Big Shoota Boy may being taking that first hit.

Shooting Phase

Dakka! Dakka! Dakka!

The shooting phase isn't likely to change much for us Ork players, mainly because we aren't usually much of a shooting army. Now, we do have access to a lot of "dakka" (shooting as Orks call it), but rarely is it the focus of a winning Ork strategy. Here will follow a couple of things to consider for 6th edition.

The Orks have access to a couple of brand new Flyers, with a whole host of new rules coming in 6th edition. Click here to read my new article about Flyers in 6th edition. Flyers can move in two modes: zooming or hovering. Hovering basically converts your flyer into a Fast Skimmer and is used for unloading troops in the case of a transport. The Ork Flyers aren't transports, though, so we will be spending our time Zooming around the battlefield.

This sounds fast, but unless we go "super sonic" (basically a flat-out move) we will be moving these bad boys 12" a turn and shooting up to 4 weapons at normal BS. Between Supa Shootas or big Bomz, this can be a lot of Dakka. The good news is that these Flyers are going to be pretty hardy units, too, as most units can only "snap fire" at them, hitting only on a 6. The exception to this rule is if the enemy has the Skyfire ability, which will let them shoot at their normal BS. It is vital that you ask your opponent to point out any Skyfire units they might possess before you deploy your fliers.

The last bit of advice I have on shooting is . . . Rokkits! At only a strength 8, our rokkits often have a hard time penetrating heavy armor. However, with Str 8 rokkits, getting a glancing blow is not uncommon. In 6th edition, glancing hits will automatically take away a Hull Point from enemy vehicles. Most vehicles have only 3 hull points, where heavier tanks have 4. Still, it only takes three glancing hits to knock out most vehicles, and a lucky penetrating hit is even better.

So where do we get rokkits from? Not only can your normal mobz take them (not the best option), but most everything else can take them and often can take them twin-linked (re-roll misses). Rokkit-buggies are cheap and come in squadrons, killa-kans are the same and have a better BS, and even our Tankbustaz become a killy option.

Assault Phase

Getting into the mix of things!

The bread and butter of the Ork army: the Assault Phase. This is where we get in good 'n close and chop things ded, ded, ded! Most Ork armies are built to assault, so this is the phase that might bring some of the biggest changes for 6th edition. There are quite a few subtle changes to assault with this addition, and a few major ones, so let's examine how they affect us Ork players.

The assault move is now 2d6 inches; roll two dice and add 'em together, and that's how far your boyz can move to contact an enemy. What if you don't roll high enough? Well, your boyz move zero inches and stand their waiting to get shot up next turn. At first, this seems like a horrible draw back to 6th edition . . . and I won't lie, you will lose some games due to a crucial assault that you roll two low on. However, on the flip side, you will likely WIN some games because you made a daring gambit and rolled high enough to roll the green tide into melee.

On 2d6, the average roll is 7, which is actually a whole inch farther than you could have charged in 5th edition. However, this is the theoretical average of 2d6 if you rolled it out several thousand times. The key is to get your boyz as close as possible before you have to declare that charge and just hope that luck is on your side. Also, taking the largest mobz possible will ensure that they can soak up and extra round of shooting for those failed assault rolls.

The second largest change is going to involve Overwatch. Yes, it's back (for those of you who've played since 2nd edition back in the early '90s). Basically, a unit being assaulted can make a single overwatch move, where they can "snap fire" at your troops as they charge in. They will only be BS1 so they are hitting on 6's. Template weapons like flamers are going to roll a d3 and it looks like blast weapons will not be useable.

So let's break it down. You assault a 10 man Space Marine tactical squad. Let's give them 1 pistol, 7 bolters, a flamer, and a missile launcher. Since we are within the "double tap" range of the bolters, we have to give them two shots. So we have a total of 15 shots, plus d3 for flamer, and 1 for a krak missle (blast cannot snapfire). Let's say the Krak missle misses to make it easy here. The pistol/bolters will hit an average of 2.5 orks and the flamer will hit an average of 1.5 (I know there are no decimals with dice, but these are averages). If we add that up, that's 4 orks hit. Now we roll to wound, Str 4 versus T 4 and we need a 4+ to hit. So those 4 hits translate to 2 wounds.

Whew! It's a good thing we have 20+ more boyz in that mob, right?! So calm down. Overwatch ain't going to mean much for us orks! There's just too many of us.

The overwatch rule can also be used by us! Don't forget about a 20 boy mob of Shootaz. That's 40 shots which equals to about 6+ hits on a unit charging us. The nice thing about rolling a bucket-full of dice, however, is that sometimes the odds work in your favor. How mad would your opponent be if he lost one or two terminators to a bunch of Ork shooting, and THEN still had to contend with the 40+ melee attacks?

What about our Trukk Boyz? Here's it's a mixed bag. It looks like vehicles (including Fast vehicles like our trukks) are limited to only 6" movement if we want to deploy troops. Yes, only 6". However, deployed troops may now move 6" from the vehicle rather than just the 2" bubble. The advantage of open-topped vehicles is that A) we can deploy from the hull, not an access point, and B) we can assault after deployed

So in 5th edition, a typical trukk assault would look like this: Move the trukk 12", deploy a model 2" forward of the trukk (with back of base touching the 2" mark), and then assault 6". That gave us an incredible 21" assault range (including the 1" base width). With 6 edition we have: move trukk 6", deploy 6" forward (assuming front of base has to be within 6" as if it moved from the trukk), then assault 2d6 inches for an average of 7. That gives us 19 inches on average, but we must consider the range of assault values is actually 14-24 inches. So potentially we gain 3" with the 6th edition rules, but on average we lose 2", and a terrible roll will have us losing 7". Wow, this edition is going to be random!

Something to think about. The Ork's Waaaaghh! ability gives ork mobz the Fleet ability for that turn only. In past editions, this meant that orks could run and then still assault. The Fleet rule in 6th editions instead lets assaulting units re-roll the 2d6. Use this ability at the right time and it will greatly affect your chances to bring these swingy odds back in your favor.

Alright, you've made it into contact with the enemy. Now what? What hidden gems does 6th edition hold for us?

Character challenges. Yes, you or your opponent can call out an enemy character and automatically move to base contact. This can be great for us because our "sergeants" are now characters than can answer a challenge or declare them. How many other unit sergeants have T 4, two wounds, and three attacks with a str 8 powerklaw? Our Nobz are going to eat some characters in challenges. Be careful, though, would you rather your mob be killing some grunt sergeant or krumping a mess of space marines? It might not matter if extra wounds roll over. We'll have to see.

What about Bikerz? When bike units assault, they now get an immediate extra attack resolved at initiative 10. That's not too bad!

A 6th ed bonus for us is that there are no more extra wounds in assaults due to being Fearless. This means our boyz should stick around to the bitter end. Even against really tough melee units, we can afford to lose a round or two, since we wont be taking extra wounds every round we lost, and as long as we stay above 10 models, we won't be running anywhere. This is a big win for us in 6th edition.

The last thing I'll mention with assaults is that there are now AP values for melee weapons. Most things like Choppas or Chainswords are AP "-", so no changes here. However the BIG change is that standard power weapons are only AP 3 . . . Which now means that Meganobz (with their 2+ armor save) just got a whole lot better. Basically, it will take powerfist equivalents to crack our pricey meganobz!

Space Marine terminators will enjoy this same advantage, but here is how this still works in our favor. More players will likely take terminators as they are better protected in close combat. There are so many power weapons out there now (or equivalents) that people don't like putting termies in assault. With the new rule, we will likely see more terminators, and we'll likely see them in assaults more. Why is this fine with orks? We have SO many dice to throw at them, that terminator players will likely roll a couple of 1's and fail their armor save anyway. The more terminators we see on the field, the less we see of everything else!


ARTICLE UPDATE

So we've had some more time with the 6th edition rule book and I've noticed a couple of things that I wanted to include here. These are in no particular order, so bear with me.

Burna Boyz - template weapons cannot normally "snap fire", however they CAN overwatch. This means, when an enemy unit declares a charge on your unit, you can immediately shoot at them using overwatch. Template weapons (such as the Burna) auto-hit d3 models. Can you imagine 10 burna boyz now getting 10d3 hits on a charging squad of anything? That's 10-30 Str 4 hits before close combat has even begun! On top of that, your burnaz can now be used as power weapons in CC with that magical number of AP 3.

Stormboyz - Jump troops can now either move 12" in the Movement phase and roll standard 2d6 for Assault . . . . OR move 6" in the Movement phase and then re-roll their charge distance. When you choose the second option, they also get the Hammer of Wrath ability. This ability gives each model in base contact with an enemy an automatic hit at Initiative 10, using the models base strength, at AP "-". It does say "base strength" so I don't think the +1 Str for Furious Charge kicks in. Note that your Bikerz get the same Hammer of Wrath ability!

WAAAAGGGHHHH! - I wanted to clarify this a little more. The Ork Warlord's Waaaaggghh ability gives your troops FLEET for that turn only. In 6th ed, Fleet no longer allows you to run and then assault. Fleet now gives you the ability to re-roll either your run or your charge distance (you can't do both!). It gets better! For the charge distance, you actually get to re-roll either or both dice; meaning if you roll a 6 and a 1, you can keep the 6 and re-roll the 1. I can't even calculate how much that increases the odds or the average charge distance... but it's a lot!

What about Ghazgkull and his special Waaagghh ability? The 6th ed FAQ is up on GW's website and it says his ability just gives orks and automatic 6 on their RUN rolls that turn. This used to be awesome, but since we can no longer run and assault, his ability is only useful to bring those slacker units closer to the front while the rest of your boyz get into CC. Nerf!

Conclusion

There are many subtle changes to the rules that will likely bring about greater Ork tactic discussions. This article is meant as an overview of some major changes, and not a definitive guide to playing Orks in 6th edition. The rules are still very new to us, so I'll likely be updating this article and adding to it. Please check my other 6th edition articles linked to below:

Please feel free to comment below. I will respond as I see them. We've already seen some great comments and addition advice. Give them a read! Good luck, everyone, and happy gaming!

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    • profile image

      derreavatar 4 years ago

      You're right boss !! Da Mob RULEZ!!

      WAAAAAGH

    • profile image

      JB 4 years ago

      So after reading your article and looking over the new rule book. I have to say I really dislike this random factor that they have added to the new assualt phase. I feel it takes away from the stratigy of moving my ork army around the table and hitting units when I intended to. I felt that the assualt phase wasn't broken and it is dumb to change it.

      I have been playing since 3rd ed. and I hated it back in the day when I would assualt with my mob of orks and lets say a SM sergeant with a power sword would just kill my nob before I got to swing. Which is why in 3rd I wouldn't put my nob near their power weopons. It was fixed in 4th when they couldn't be targeted. Now in 6th not only do I have to worry about my nob gettin "ganked" again before he get to let loose but now I can't even avoid the power weopons anymore because they WILL challenge the nob to a duel and likely kill the nob swinging at IN 1 or I could refuse the challenge and have my nob sit out that turn of combat.

      So far all these changes look like they really screw CCB armies. Lastly like you said wounds are taken from the front instead of pulling them from the back like every other ed. So now add that with SM rapid fire + random assualt charges.

      This ed. looks like a mess to me.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      JB, your comments are right on! The randomness IS going to lose you a few games here and there. There will be some glorious moments where your ork mob is going to pull off a charge from 10+ inches away... but there are going to be some equally devastating turns where you roll 1-5 inches and just stand there.

      Regarding the Nobz being challenged by a lowly SM sergeant... It's going to happen, but let's look at the odds of him killing you. He will get three dice, rolling 4+ to hit. Let's say on average he scores 2 hits. He is Str 4 and your are T 5, so he's rolling 5+ to wound you. Of his two hits, let's say he wounds you once. You have 1 wound left and are now free to krump him with your powerklaw!

      So, in order for that p. sword sergeant to kill your Nob in one round, he's got to roll better than average on his hits and wounds. It's going to happen occasionally.

      But consider an independent character (typically still Str 4). Is he going to risk rolling poorly on his initial attacks against your nob? If he fails to kill your nob, your nob is hitting back with Instant Death hits (Str 8 is double the average Toughness). Before, that independent character could hide from your Powerklaw, but not anymore!

      But I am feeling your pain. I've just read that unites arriving from reserve CANNOT declare charges on the turn they arrive. This includes from Dark Eldar webway portals! I looked at the updated FAQ, and they specifically say you can't do it anymore. This totally nerfs my webway portal army.

      It looks to me like they are guaranteeing shooting armies at least one round of good shooting before any assaults happen. The focus has definitely swung towards shooting, but assaults are still deadly... once we get there.

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      player 1 4 years ago

      I'd like to add.. I've now played 4 games of 6th Edition.. and the days of big CCW armies is dead. Period. There really is no way around it.

      However, on the flip side.. my Ork army wins have skyrocketed because of this edition.. simply because I run an Ork Shoota Army.

      I don't charge at all with my boyz.. I stand there and shoot it out with my opponents. Why charge into power weapons, power fists, force weapons etc.. when I can simply shoot them on my turn, let them go and charge me, and shoot them again. Orks are BS2, so shooting on a BS1? Pffft.. that's a gift that keeps on giving right there. 50+ Shots twice in 1 turn, from the same unit?? You might as well have called the rulebook Christmas for Dakka Dakka Armies.

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      JB 4 years ago

      ^Murphy80.-- unless I missed something Im pretty sure Nobz are only T4 unless as we know on a bike. So here's a question back in 3rd when I would assualt a sm dreadnaught with a mob he would simply target the nob and kill him first since he swings at IN 4 and again my nob at IN1. So it doesn't say in the 6th rule book but can a dreadnaught challenge or target my nob again, kill him first and render the rest of my mob useless.

      ^player1-- yes I agree this is the end of CCW horde style armies. Now GW wants ork or nid player to purchase all those shooti units that were basically pointless. Since in my opinion if the goal of your army is to get to CCB then dedicate your entire army to doing that, but now it looks like you may need some of those other units. The thing is as great as it is to have a giant mob of boyz with this over watch rule and what not. Why would another army like tau, sm, necrons, guard etc. want to charge an ork army hell they have better ranges, better AP, better BS, maybe not better ST but still orks used to have to work to get across the board to do what they do best. Now they are forced to try to shoot it out with better shooti armies. Screw that.

      It's a good thing I also have a mean tau army, but I love my orks. I find it interesting that they can allie now. I don't know how that will play out, but I think that sorta stuff shoulda been left for team games like 2v2 etc. The fact that my orks can now take my Shaso'o + body guard and a unit of fire warriors. and then add some more that's quite a bit of fire power for orks. I can see this getting interesting or vice versa my tau army with a ork warboss w/ retinue in a battlewagon. The allies part is so far the only cool change of pace for 6th I guess.

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      player 1 4 years ago

      Only Independent Characters and Squad Leaders can issue/answer a challenge.. so if Bjorn the Fell Handed (SW Dread IC) is who your fighting.. yes, he can, otherwise.. no. ;)

      And Ive beaten Tau twice with my Ork Dakka Force. The key is cover saves. FORCE the tau player into repeated cover saves w/ large units of Shoota boyz.. and its no contest.. Turn 2 your in range to fire. (Move 6, Run 6.), Turn 2 Move 6.. open fire. Most games units are 24" apart. Opposing shooty armies will get ONE turn of unopposed fire.. just 1. After that.. even concentrated fire on ONE unit of Boyz will leave the rest of your army to bring home the arse woopins.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      JB - Oops you are correct! I don't know what I was thinking. The Nobz strength is increased by one over a normal Ork, but his toughness stays the same. That lowers the survivability of our Nobz, for sure, but it's still pretty even odds that we'll survive to kill in return. I think the powerklaw is still a good deterrent for independent characters. I'm editing the article to fix the toughness issue. Thanks!

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      player1, I LOVE the success you are having with your dakka army! I've always brought a unit of 25 shoota boyz in my regular games and I've never been disappointed by them. You are correct... 50 shots in my shooting phase (needing 5+) and then 50 shots in my opponent's assault phase (needing 6+) is pretty awesome. Then, when they make it into close combat, they are still Orks with 2 attacks each and a toughness 4. No slouches!

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      Paqman 4 years ago

      The most important rule for ork close combat is that you remove wounded models in the same fashion as in shooting. So closest models die first. Since our initiative is really bad, we could end up in a combat phase with no models in base to base and thus be denied to attack that combat turn. i can foresee this happening a lot vs certain opponents i face regularly (tyranids and BA)

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Paqman, do not fear! Pile-in moves are done at EACH initiative step. This means that if all our boyz in base contact are killed at initiative 4, as soon as our initiative comes up, we can move every model not in base-to-base up to 3" to get there, and then roll to attack.

      So don't worry, it's all good!

      Also, characters (including sergeants/nobz) cannot be singled out in hand to hand. This means that our Nob must be challenged by another character, otherwise we do not have to allocate wounds to him. That it, unless he's the last model in b2b and we have more wounds to allocate, but even then we get a 4+ "look out, sir!" saving throw :)

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Also, for those re-checking comments, please not that I've added a link to my new Fortifications Rules rundown. You can find it in the article above OR at https://hubpages.com/games-hobbies/Fortifications-...

      Thanks!

    • profile image

      Paqman 4 years ago

      Thanks! I see, page 23, first paragraph. I still need to read the part on characters yet!

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      player 1 4 years ago

      Also, with the rules as they stand now... the single most powerful unit in the game hands down is the Nob Biker. They all get Precision Strikes in CC and Shooting Phase, Dakkaguns are extra killy, and hey.. nothing can instant death them anymore. (Most people miss that. There is no more 4/5 Toughness for bikes.. its just 5 now.) If you really wanna go overkill for 400 points you can cybork them, power klaw them, bike them and add a painboy with FNP them. Precision shooting takes out those problem models, and precision cc takes out the rest.. Plus, ALL nobs can give/answer challenges. Take out the super powerful HQ from his retinue.. splatter the retinue.. then grab the "Get Em Boss" rule when the Nob outnumbers the IC. There is absolute NO better unit in the game in overall versatility

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      player1, that's a great analysis. I didn't even want to get into the possibilities of Nobz units yet. There is so much goodness out there that it's going to be crazy. I checked the latest FAQ to see if they would rule that Nobz taken as a unit don't count as characters... but there's nothing written to outlaw it! The codex lets us equip each nob in the unit completely different; also the 6th ed rulebook clearly states that you can have an entire unit of characters.

      I expect an official ruling to come out of GW in the near future as people start to realize how amazing this set up is going to be :) Let's hope it goes our way.

      Are there any other units in the game that will be made up entirely of characters?

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      JB 4 years ago

      Not to be such a complainer but pacman brought up another good point. The fact that the closest models die first + random assualt distances w/ over watch is ... brutal. I also just read on GW website that they nerfed the waaaagh ability of my stormboyz. So with the change to fleet being to re roll now I wont even get that. The other additions are cool as Murphy covered but, orks that can't waaaaagh is kinda lame. ... + I just JUST bought my last batch of storm boyz to round them out to 60 total in my now old 5th ed. army. So yea. But ive been playing a while now and have got plenty of alternate units that ive bought over the years so Ill start trying them out. I guess Ill start building up some Nob bikers cause apparently the go APE SH!* now.

      To bad I don't have anyone where I am stationed to play against to test these new rules out.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      JB, the wound allocation in shooting could be tough. You are right that our closest models are the first to die, so it may seem like we are actually moving FARTHER away from our enemy as we die. I don't think it will be that bad, however, as the chance of losing an entire front row in one round of shooting isn't likely.

      RE: Stormboys... don't worry! The reason that Stormboyz don't get the Waaaggh move anymore is because ALL Jump troops can re-roll their charge distance, all the time.

      So Stormboyz will be moving 12" and then rolling 2d6 for charge WITH a re-roll. That's every turn.

      Fleet is a little better because you can re-roll 1 or both dice, meaning you can keep a 6 and re-roll a 1. However, I think giving Stormboyz two re-rolls might go against the nature of the game.

      I want to see your 60 Stormboy army! I think it will be ferocious still.

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      Fert 4 years ago

      Think about this... Nob bikers get a 4+ cover save from exhaust.. If you happen to roll night fighting that cover could be improved by +1 or +2 for the first.. second... third turn... or however long nightfighting is in effect. 2+ or 3+ cover followed by 5+ fnp is amazing. Used them last night.. ate half an army.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Fert, I can't wait to make a unit of Nob bikers. I honestly might hold off on them so everyone can get used to the new rules. I'd hate to pull out a super-unit that was already great, but got amazing with the new rules... and then destroy people getting used to the rules. It's just too evil and might leave a sour taste for 6th ed in their mouth. :)

    • profile image

      Fert 4 years ago

      I have a bad feeling that the nob upgrade for a squad of boyz is a waste. Unless you fight a unit that is just bad at CC in general... but then the nob is overkill. Reason being is that if a challenge is issued... the nob (being the only character) has to accept the challenge (AKA heroic stand brb pg.64). One decent round of rolling and bam!! Your 40-45 point nob just got pooped on. I know it is small odds but... damn. Any thoughts? Just mass units of shoota boyz? Eavy Armor and FNP nobz for tank and elite krumpin'. (Hit tanks on 3+ if moved at all... or auto hit if stationary) This edition is nutty!

      I like it... haha.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      I think a Nob with powerklaw is still important to take for any mob you're hoping to get into close combat. Yes, he may be 45 points wasted, but a simple marine sergeant is unlikely to take him out in one round of a challenge. Having 2 wounds makes the difference.

      Look at it another way. What if an Independent Character who's tooled out for CC hits your mob? Without a nob to challenge him, that character is likely to kill 3-5 boyz every round on his own and there's nothing you can do about it.

      Even IF a tooled-out IC kills your nob, realize that a model can never lose more wounds than it has. So your opponent can score a maximum of 2 wounds in a challenge with a Nob. That's better than the 4 or 5 boyz he might kill. Your boyz can kill enough of your opponent's troops that first round that a) your might force a morale test, b) second round of combat you may do so many wounds that some will be forced to go on the independent character.

      So really, the Nob can be a speedbump to slow down assaulting ICs, and with some bad rolls on his part, you might survive to actually kill that IC (not likely).

      Otherwise, I like Nobz so that we can kill dreadnaughts or other vehicles that get close. Also, with the new building/fortifications rules, Nobz will be great at cracking those open (they are assaulted just like vehicles).

      I'm going to try a game this weekend and see what happens. I think Orks are going to be very tough this addition. I want to take a mob of Burna Boyz and get my opponent to assault me... all those templates in Overwatch should be fun!

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      Michelle Simtoco 4 years ago from Cebu, Philippines

      Ripplemaker News Flash:

      Congratulations on your Hubnuggets nomination. To read and vote for the Hubnuggets, this way https://hubpages.com/community/Yankee-Doodle-Dandy...

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      Murphy 4 years ago from Florida

      Thanks! Great set of Hubs, there. Keep up the amazing work!

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      Neurie 4 years ago

      Nice article, slight problem; you have misread how to use jump packs. They can either move 12 using a jump move and assault as normal OR move 6 and reroll the assault distance gaining them the Hammer of of Wrath, they cannot do both. The only units that can jump move and reroll distances/use hammer of wrath are jet packers.

      It's a very subtle bit of wording but is very easy to get wrong. Unless my codec has a misprint.

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      Neurie 4 years ago

      Also remember that with Stormboys you get the additional D6 when you use the packs so a minimum move of 13 inches plus minimum charge of 2, but a maximum move of 16 inches plus maximum 12 inche charge means you effective range is a minimum of 15, maximum of 28 and average of 22. Not bad for running the risk of killing your boyz

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      Murphy 4 years ago from Florida

      Wow, Neurie, good catch! I'll need to update the article to reflect this. We've had the book for a little more than a week now and I totally missed that wording. I don't field any Jump troops, so I suspect I rushed through those rules when reading.

      I think the bonus d6 for Stormboyz will be great because they wont need to use it very often. Just save it for those long range charge moves to take an enemy by complete surprise.

      On a different note; I played another game of 6th ed last night and our fears about Nobz getting killed in challenges is well founded. I was very disappointed that both of my Nobz were killed by characters in challenges before they could strike.

      However, in defense of Nobz and the rules, I didn't give them Heavy Armor, so they were only trying to save on a 6+. Let's look at the math again with Heavy Armor included.

      Marine Sergeant with chainsword: 3 attacks, hitting on 4's. Say he hits twice. 2 hits wounding on 4's. So 1 wound. With heavy armor, you have e 50% chance of saving the wound.

      So honestly, your opponent has to roll better than average to kill your Nob in a single round, even with a power sword he has to hit twice and wound twice.

      I was very disappointed when my tooled out Warlord was Insta-killed by a Librarian force weapon :( I should have accepted the challenge with my Nob so my Warlord was free to krump for a round.

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      Neurie 4 years ago

      The changes to Flash Gits is also very interesting. Since their guns ability to premeasure is now redundant they now ignore cover. A very useful little tool if you upgrade their guns for a little more Dakka giving you a 2 shot longish range assault weapon which you can fire in over watch. With an eavy armour upgrade and pain boy for feel no pain it's a very tasty unit which packs a punch shooting and close combat wise especially if led by the old Kaptain.

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      OrkCheese 4 years ago

      question - above it says:

      "player1, I LOVE the success you are having with your dakka army! I've always brought a unit of 25 shoota boyz in my regular games and I've never been disappointed by them. You are correct... 50 shots in my shooting phase (needing 5+) and then 50 shots in my opponent's assault phase (needing 6+) is pretty awesome. Then, when they make it into close combat, they are still Orks with 2 attacks each and a toughness 4. No slouches!"

      With Shootas I know we get 2 shots in our shooting phase but you also say "...and then 50 shots in my opponent's assault phase (needing 6+)..." - but I thought we only get 1 shot per model at BS1 in the Overwatch phase? Can you please clear this up for me?-

      Thanks!

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      OrkCheese, thanks for commenting. I just re-read the rules for Overwatch and they say "Overwatch attacks are resolved like a normal shooting attack . . . and uses all the normal rules for range, etc". It does say that they can only be fired as Snap Shots.

      Looking at Snap Shots, it says "If a model is forced to make Snap Shots rather than shooting normally, then its BS is counted as being 1 for the purposes of those shots."

      Notice it uses the term "a model" (1 guy) and then the plural for "shots" (purposes of those shots). It seems like you get the normal number of shooting attacks.

      If you find anything that contradicts this, please let us know! This edition is still really new and I have no doubt that I'll mess up a rule here and there.

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      OrkCheese 4 years ago

      I called my local GW Battle Bunker over the weekend and confirmed - You DO get your normal shot on OW. So w/ 25 Shoota Boyz you get 50 shots in my shooting phase (hitting on 5+) and then 50 shots in your opponent's assault phase (hotting on 6+).

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      Murphy 4 years ago from Florida

      OrkCheese, that's how I read it, but that's awesome you got it confirmed! I've used Shoota Boyz in some games now and I haven't been disappointed. Now if only I could keep my Nobz alive in challenges :)

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      Gronibard 4 years ago

      Well there is a simple way to keep nob alive.

      1)Keep nob in the back of the mob.

      2)Charge and keep nob not engaged. This way challenge can not be issued.

      3) In his I 1 sub phase you simply pile him in and he makes his CC attacks being completely safe!

      :)

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Gronibard . . . you are a genius! I just checked the rule book and you are correct! A character that is not engaged cannot accept a challenge. For most units, this rule probably wont come up because the model count is small enough that most or all the models are close enough to be engaged.

      However, with our large Ork mobs, all you have to be is farther than 2" from models that will be in base contact (the front). It's very possible. And, as you said, when the Initiative count 1 comes up for our Power Klaw, just move him another 3" forward and he should be engaged and be able to krump some marines. It wont save him from being challenged on the next round, but hopefully it will be too late for the enemy. Thanks for your input!

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      Gronibard 4 years ago

      No problem at all.

      The question that I would like to get answer is if burnas can apply overwatch AND have PW i CC in the same players turn?

      It seems that it is possible, ork codex entry states that burnas can not shoot IN SHOOTING PHASE and have PW in CC in the same player turn. Overwatch is applied in assault phase not in shooting phase. What do you think?

      Other question: Zagstruk with stormboyz charges after deep strike. Do they get Hammer of Wrath? I am afraid that not, because they do not move 6" rather jump from ork fighta bommer in the middle of the battle :) What is your opinion?

      And btw have you given a thought to allies? We do have battle brother allies from IA8 that is: dred list. Think of possibilities with Pain Bosses :) Well for those that use IA.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      I totally think that burnas can be used in overwatch as templates and then power weapons in CC for the very reason you mentioned. This will be awesome, but I also suspect that it means opponents will never charge burna boyz and will just shoot them instead.

      I'm not sure about Zagstuk. Honestly, as the rules are written, they didn't use their jump packs at all... they arrived from reserves via deep strike. The assault rules state that you can either use the jump packs in the Movement phase to gain 12" movement or re-roll charge distance. I know it kind of bends the intention of the rules a bit, but I'd give the re=roll to them until they FAQ it away.

      RE: allies. I don't have any Imperial Armor books. I have used my Orks as allies with my Dark Eldar and the combo was pretty good. I'm not sure I'd used Dark Eldar with Orks, though, as I don't see what they give an Ork army.

      I used my Orks as an allied unit to my DA to give me a unit with better armor (ard boyz) that would absorb a lot of firepower, and help my squishy elves stay alive longer. It worked!

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      Lord Byte 4 years ago

      You do not have to accept a challenge! An important distinction, you can simple not accept the challenge :) Or take armour!

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      Murphy 4 years ago from Florida

      You can not accept a challenge . . . true. However, your opponent then gets to place one of your characters (his choice!) in the back where it will not take place in the combat. So you can save your character, but it then wont get to attack. It could be tactically smart to do this some times . . . maybe :)

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      MichaelJYoung3 4 years ago from Gillingham, Medway

      Another Advantage Orks have..... Look at the amendments. Ork MecBoys (That's Mechs and Big Mecs) can repair a hull point damage on a 4,5,6, with rerolls allowed if you buy a grot oiler.

      So buy a unit of 5 burna boyz, two with Burnas 3 Meckboys and put them inside a war waggon. Buy 3 grot oilers to go with them, and you can potentially remove 3 hull points hits per go (or weapon destroyed or immobilized if you don't get them).

      A wagon like that is almost immune to hull point damage. Put a big mech with CFF inside and you also get a 5,6 cover and he can repair and reroll if he has an oiler.

      The only thing you have to fear then is that explodes! result.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Michael, that's pretty awesome! Can Meks repair from inside the vehicle? I seem to recall that Techmarines can, so I think we can, too. That is a nasty combination. I have a friend that puts a huge mob of Burna Boyz in a battlewagon and uses the open top rule to drop 20 burna templates on an unsuspecting opponents. If he added some Mekboyz in there, he'd have a wagon that would rarely die!

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      MichaelJYoung3 4 years ago from Gillingham, Medway

      Yep, the rules are specific.... "In each of your Shooting phases, instead of firing his weapons, a Mekbay may choose to repair a single friendly vehicle that is in base contact with or embarked upon. Roll a D6 - if the result is 4 or more, you may restore a Hell Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilized result suffered earlier in the battle: this is effective immediately"

      In the ork codex "Mekboy" is defined as either a Mek or a Big Mek.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Michael, you got it. I think Mekboyz, even the smaller versions, are going to be a lot more popular now with the inclusion of hull points. After playing several games now of 6th, I almost always kill vehicles due to hull point loss, rather than a penetrating hit.

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      tv2112 4 years ago

      Hey all,

      I had to find out how ork players are adapting to the new rules. I have played 3 games now and got pretty much raped all three times. Some key points I found are as follows:

      Killa Kans are worthless. If you run into a Marine army they will kill them without batting an eye. Since all the marines come with grenades and the Sgt has melta bombs, they would throw a melta (on BS4) and usually pop a can outright before assaulting. They during the assault they go first on initiative and a 10 man squad with pop any left over. This happened to both my squadrons and I never got a single attack in. On the assualt phase SM's can snap-fire grenades also so the only benefits to Kans is anti-vehicle (but the units inside will kill your Kans).

      12 Man boyz squads with Nob and PK in trukks are useless. With the new rules, a squad of snipers will pop your Trukk turn one. Bolters are just as effective. If by some miracle you get you squad into assault range, you will lose on average 4 guys to the hail of snap fire from a 10 man Marine squad. Then the marines go on initiative order with there 20 attacks. Heaven forbid they have a charcacter in the unit. On average, I had 2-3 boys left to attack with after my assault (Nob went down due to closest model first rule). So now even if I manage to hit and kill say 4-5 marines with these last 2-3 Boyz (which never happens cuz SM saves on a 3), I still lose combat and my boys run. In all three games this unit has never won a close combat.

      Warbikers, They took away the screen for units behind them. That's terrible. I have not been able to assualt a unit with 4 bikes yet. Snap fire kills them every time. Even with a PK on the nob, initiative order kills me now. When they nerfed furious charge is crippled orks in CC.

      II love my Orks but will dust off my Marines or Eldar now until they revisit the furious charge rule and make my CC boyz more competitive.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Sorry about your bad luck! I will admit that with my Ork games, I've been using large mobs of 20 + boys. The smaller, speedier army lists may not be playing as well in 6th. I'm not sure yet.

      It sounds like you're having really bad luck with Overwatch? Your opponents are only hitting you on 6's, right? 8 Marines double-tapping on overwatch should be hitting maybe 2-3 times, wounding only 1-2 on average. Add a flamer in there and they'll wound another 1-2. Add a heavy bolter snap firing and you might lose another boyz.

      I could see that losing 2-4 boyz in a small Trukk unit could be pretty devastating. The lack of proper armor for the boyz hurts! Consider making one of your assault squad 'ard boyz to give them that 4+ save?

      I hadn't considered people overwatching with grenades. Frag grenades cannot overwatch because they are "blast" weapons (which cannot snap fire), but I suppose krak grenades could be used. Interesting comments! Sometimes we learn things by losing and then have to readjust.

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      tv2112 4 years ago

      Yeah, it leaves a bad taste when my boyz used to dominate in CC. Rush the trukk in and dump that PK in their grill. I just can't bring myself to field a "shooy" army of Boyz. That is just not orky. And yes, by you math you are losing 4-7 boyz to snap-fire before combat. But the first initative strike in CC from the marines really hurts. Especially if they are running a PW. I might look at 'Ard Boyz but in a low point game the cost is a tad high and they are elites. Doesn't help the troop requirement. I guess grots and Meganobs (as troops) could provide a survivable alterative :)

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      OrkCheese 4 years ago

      tv2112: Pretty sure 'ard Boyz are Troops, not Elites...

      I was a bit put off by fielding an Ork Shooting army, but it is fun firing off 60 dice hitting on 5 or 6. Give it a try - just remember, use large mobs of boyz and shoota boyz

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      tv2112 4 years ago

      I'll check tonight on the 'ard boyz. I think my biggest grump is now I have 5 trukks and can't use them for my strats anymore! Plus I think I only have 35 shootas put together. The other 120 models are slugga/choppa boyz (green tide). I just want my furious charge back!!!!

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      The green tide still works great, from my experience. You're right that the Trukk boyz are more difficult to get stuck in. Try running them in pairs, as an enemy unit can only overwatch the first unit that charges it. So assault with both Trukk units into the same enemy, and I think you'll have better success. I know, easier said than done.

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      tv2112 4 years ago

      Anyone got an idea for a 400 point combat patrol? I don't want to run choppy boyz.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      I've never done a combat patrol, so I'm not sure what the rules are for force selection. I think burna' boyz would be great with that flamer/power weapon combo. Also Nobz are just dead hard at any points level. You don't want to run choppa boyz, but they are some of the best melee troops for their points.

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      tv2112 4 years ago

      Armies will consist of 400 points or less, and must conform to the following Force Organization restrictions:

      ⇒ 0-1 HQ

      ⇒ 1-3 Troops (you MUST bring at least one Troop choice)

      ⇒ 0-1 Elite

      ⇒ 0-1 Fast Attack

      ⇒ 0-1 Heavy Support

      ⇒ 0-1 ‘Swing Slot’ (this maybe be used to field one additional Troops, Elite, Fast Attack OR Heavy Support choice)

      • The following codices are allowed in the Warhammer 40K Combat Patrol event: Codex Black Templars, Codex Blood Angels, Codex Chaos Daemons, Codex Chaos Space Marines, Codex Dark Angels, Codex Dark Eldar, Codex Eldar, Codex Grey Knights, Codex Imperial Guard, Codex Necrons, Codex Orks, Codex Sisters of Battle (WD), Codex Space Marines, Codex Space Wolves, Codex Tau Empire, Codex Tyranids.

      • New codices that are released prior to March 15th, 2013 will be allowed in the Warhammer 40K Combat Patrol event.

      • Armies are not required to take mandatory unit choices. All other unit restrictions (i.e. 0-1) apply.

      • You may spend remaining points on units from anywhere in the Codex.

      • No Special/Unique/Named Characters are allowed in the Warhammer 40K Combat Patrol event.

      • As only one HQ is available, Allies are not allowed in the Warhammer 40K Combat Patrol event.

      • Rules Modification: All Psykers may use one Warp Charge per game turn.

      • With the exception of Troops and models with the Swarm USR, No model can have more than 2 Wounds.

      • Aside from Troops choices and dedicated Transports, only vehicles with a maximum of 11 in any armor facing may be taken. Dedicated transports and troops may have a maximum armor facing of 12. Vehicle Squadrons and Artillery units are permitted provided every unit within the unit individually would be permitted. Vehicle upgrades that increase an armor facing may only raise the armor value to a maximum of 12 (this includes Necron Quantum Shielding).

      • Forge World/Imperial Armor units are NOT allowed in the Warhammer 40K Combat Patrol event, however players may still use their Forge World models to represent a unit from their codex.

      Thinking a grot mob as troops, a Hvy armored Mechboy and some meganobs :) I'll have to play around with it.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      That looks awesome. It would be a great way to get local players to start building and painting new armies. I'll have to think about Orks in this way again...

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      tv2112 4 years ago

      check out the Adepticon scenarios for the different combat patrol tourneys. Pretty fun stuff!

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      OrkCheese 4 years ago

      We may be getting a bit off topic, but regarding Combat Patrols:

      These look fun/interesting – one thing: I have noticed (especially with Orks) that I tend to win more often when I field “larger” armies (i.e. higher point games).

      How well do your Orks do with 400 pt combat squads?

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      tv2112 4 years ago

      Regular choppers squads getting melted like butter. Killer cans get popped quick too. I am going to try a couple mixes with burnas or Meganobs this weekend.

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      OrkCheese 4 years ago

      TV2112: do all units count as 'scoring' units? i.e. could burnas or meganobz claim/hold objectives?

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      tv2112 4 years ago

      Troops count as scoring units. I had moderate success running a 30 boy unit of choppas with a Mechboy Boss and a Nob (both with PK) and 3 Deff Coptas w/ TLR. Took a lot of fire from shooting and got lucky because in both games opponents deployment was lacking. New vehicle rules made it easy to kill a landspeeder (even that moved 12+"). Template weapons would be ugly against this setup.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      My problem with nobz is that they usually get challenged and any space marine sergeant with a power sword can kill one before the nob can strike. It's a toss-up, but I've not been lucky :)

      Maybe adding in another character like you have done would help, because one can take the challenge and the other can kill enemy troops.

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      tv2112 4 years ago

      Lol. First game, Nob did get called out and died to a PS weilding marine. Second game a warlock moved to the right angle and dropped a Destructor template killing the nob and mechboy (along with 3 other orks). Removeing closest first can really hurt.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      lol, that sounds about right. A lot of competitive Ork players are not bringing nobz at all anymore. Not until the new codex (next year) will throw them in for free like the the Chaos Marine codex did. I don't know if free is the right word... but rather you can't NOT take them b/c they are worked into the unit cost.

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      tv2112 4 years ago

      We ran a 2000 point tourney this last weekend at our hobby store.We actually had and Ork and a Nid player show up. The armies comprised of:

      Orks

      Nids

      Eldar (me)

      Salamanders

      Tau/Space Marine (allies were allowed)

      2 Chaos

      Greyknights

      IG

      7 Necron armies

      Orks got wiped by 2 necro players and the Salamanders player. Templates from flyers, Thunderfire cannons, and just lots of 6-8 STR shots were brutal. Here is what I remember offhand what the ork player ran:

      Big Mec with CFF.

      2 Fighta Bomba's

      6 Killa Kans

      2 Dreff Dredds

      30 Orc shoota mob with nob w/PK

      12 man boyz shoota mob w nob PK and Trukk

      12 man boyz shoota mob w nob PK and Trukk

      I think there a few more units but can't remember. Anyway the Kans and Dredds pretty much all got popped turn 2 as soon as the Necron flyers came in. The Str 7 tesla shots (and extra hits on a 6) from 2 flyers took out both kan squadrons in one shot. By turn 3 the 30 boyz squad was running. The only bright spot for the Orks was the fighta bombas (until they got shot down). Both games against Necrons played out almost the same. The third game against the Salamander player was ugly. The thunderfire cannon (yes 2) killed pretty much everything they targeted. Scout killed both Trukks in turn 1 leaving boyz slogging through fire. He was running all meltas and flamers in his army with re-rolls on melta weapons due to his HQ (can't remember name off-hand). When the 2 storm talons came in it ended by the bottom of turn 5 with no orks on the table that were not broken. So out of 16 teams the poor orks finished close to the bottom.

      1st and 2nd were Necrons and third was Tau. Either way I think my boyz may be shelved for awhile until something changes.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      tv211, thanks or the tournament report! I'm sorry that things didn't work for your Orks or the other Ork player. I think it was more a matter of what your opponents were fielding being just great at killing swarm armies.

      I guy at our local shop also runs dual Thunderfire cannons and they destroy my Ork or Dark Eldar armies every time! That shot they have that ignores cover?! What jerk thought up that rule? Hahah.

      Also, lots of players are getting wrecked by Necron flyers right now. The truth is that Shooting in general got a boost in 6th edition, so shooty armies fighting assault hordes is easier now.

      Orks suffer more than some other assault armies because their troops have basically no armor. They also have few long range threats to hit things like Thunderfire Cannons hiding in the backfield.

      The problem I'm having with 6th edition and some of my armies (Orks and Dark Eldar) is that only a few builds really seem to work well, and those builds require me buying $hundreds of new models.

      For instance, how useful would 3+ Ork Battlewagons been in your battles? It would have saved you some rounds of taking Thunderfire cannon hits, for sure. Anything to pop it with Melta would likely die from a counter assault on your next turn.

      Nobz in Megaarmor? Probably a good buy, but expensive money-wise. There are options, but none are perfect, and they all cost $$.

      I hate saying it, but right now it feels like you need 3+ or 4+ armor on troops right now to be competetive... or have all your troops spread out in a bunch of small vehicles like the Dark Eldar Venom spam lists I read about. Maybe Ork Trukk Spam is needed? We're talking about 6-10 Trukks in a list... This doesn't match the Dark Eldar venom spam still because the Orks still lack a strong shooting element.

      I can't wait to see what the new codex brings Orks (hopefully) later this year!

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      Tv2112 4 years ago

      Actually with Trukks being able to get popped by bolters (glance on 6's) a normal sqaud of marines or scout with bolt pistols can cause the 2 structure points and it's wrecked. You are correct about the armor 2 or 3 being needed. The only unit I fielded that never died in the tourney was a 10 man Wraithgaurd unit. People had issues with the Toughness 6 Armor 3. And the Wraithlord was beast (until he got zapped with 5 meltas, 2 lasercannons, and a rocket, in a turn). I think a full squad of Meganobs would be a great add but you are correct that only only are they pricey models, but the point cost is huge. Our Dark eldar player beat the Salamander palyer but got smoked by necrons. 6th edition definitely changed the tactics and dynamics of the game.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Thanks for the follow up post. I'm curious what kind of army the Dark Eldar player was running? The most competitive lists I'm seeing involve lots and lots of Venoms with 5 man Warrior squads with blasters. Just spam them over and over and there are too many threats for an enemy to counter. I've heard that some "beast" lists are doing pretty good, too.

      I've shelved my Dark Eldar for awhile because I just don't want to spend $200+ on transport vehicles :(

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      Jeff 4 years ago

      I'm realitively new to 40k, and I hate to think of my dreams of sending my ladz stomping across the field to smash 'eads in close combat ending. The idea of close-combat being less effective really stings me, mainly because I've spent all my time assembling and painting a close-combat heavy Green Tide.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      I don't think that the green tide is invalidated by 6th edition. I don't see any rules that make it significantly more difficult before. Even overwatch "snap fire" only kills a couple models at the most.

      I think its more that other armies have been given options to effectively deal with unarmored horde armies. Thunderfire Cannons, flyers with lots of blast templates, moving with full rapid fire range, etc.

      Also, I think its an issue that the Orks have an old codex that feels like its missing some of the "coolness" factor of the new 'dexes. I expect that they will have a codex within the year (rumors have it), so hold on to those boyz! I am!

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      Tv2112 4 years ago

      murphy80,

      I couldn't agree more we need a new codex. So does Eldar (and I think orks current codex is newer than Eldar). Either way we soooo need one. Ahh, and did you see the nerfed Snikrott? He can't assualt the turn he comes in now :( Why does GW hate orks so much?

    • profile image

      Mo 4 years ago

      They made Kommandos WORSE?!?? My favorite unit ever (fluff-wise) will probably never see the light of day. Here's hoping the new codex gets here soon!

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Kommandos are worse, in that they can no longer assault with Snikrot the turn they enter the board. This is the same for all reserve units... outflanking Genestealers also got hit with this. Basically, every assault unit in the game has to suffer 1 round of enemy shooting before it makes it into contact.

      On paper this seems fair, however, a 10 man unit appearing in the enemy backfield (with 5+ armor save) just isn't going to last long unless you are real smart with the deployment.

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      As much as I'd love to bash GW's the decision, I actually support it... kind of. They've made it where EVERY assault unit (that I'm aware of) must suffer one round of shooting before engaging in a fight. For instance, my Dark Eldar can also no longer assault out of a Webway Portal.

      This makes sense, because I've been on the receiving end of one-turn assault units in the past and it's never fun. Your shooty unit should have at least one chance to shoot (over watch doesn't count)! The PROBLEM, as I see it, is that certain units and armies really suck now! Orks don't need Snikrott, but his unit just isn't balanced any more.

      The solution is that new codex we're talking about :) They will probably not give Snikrott one-turn assaults still, but I bet they give him something to make his unit survive a little better. Maybe Stealth + Move Through Cover? Move into cover... make a bunch of cover saves, and then assault on the next save. It's not better than we have, but it's something. Now about those Dark Eldar webway portals...

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      cory 4 years ago

      thanks for all the useful tips im still learning an am not so good at using my orks to there full potential this helped me write some new list strategies here's hoping i win a few games!

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Thanks for reading and good luck!

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      dave 4 years ago

      I'm just getting into 6th edition, can anyone please tell me where I can find the rules about burnas being AP3 in CC?

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      grubnutz 4 years ago

      I have been playing Orks since 4 ed, I am still competitive in 6th. Biker Nobz are my new must have unit, in 1500pt games I usually take 6 including a doc, you get 4 different saves, armour, invulnerable, exhaust cloud and FNP, with 1 PK and big choppas, they survive every game with a warboss biker to make them a scoring unit. Also on the subject of trucks, we just had a doubles tourney of 750 points each (1500 for the team) we had 4 trucks with 3 boyz squads all shootas, Warboss & Nob unit with big choppas, 2 deffcoptas and a dakkajet and 6 bikers with Warboss biker. To use truck boyz, you need to gang up using two squads to charge anything, most players focused on the biker nobs, we didn't win the tourny but finished with 5 wins and a draw. So hold in there and try multiple trucks they work as long as you can bolster your force with something dead ard like biker nobs or BWagon's, the best thing about a biker doc is he now gets a gun! Our clubs next tourny is 1850 I'm running Big Mek CFF + PC - Biker Warboss and 10 Bikers, 2PC, Doc, Combi Flamer, Waaagh banner, and cybork - 2 x 20 boyz Nob's with PC and boss pole - 2 BWagons, deffroller, 2BS, red paint job - Truck red paint job - 10 Burna boyz + 2 Meks - 3 Deffcoptas as single units. The lone truck will hide behind the BWagon's during the initial phases after that it's done is job and will die gloriously, the BWagon's are open and will stay alive with the Big Meks CFF and repair rolls from the Big Mek and Grot Riggers, they The bikers lead and always get in on turn two, if any flyers show up, most only take one so one truck or BW down on turn two leaves them to leg it with the Waaagh, but most flyers try and go for the bikers and their saves and numbers will keep them alive. Deffcopters are used as outriders to give the BWagons a cover save from any side shots.

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      Murphy 4 years ago from Florida

      In the main rule book there is a section on "unusual power weapons" in the Melee chapter. Any weapon listed as a power weapon (like a burna) that does not specify its type (sword, axe, etc) or with special properties of its own, is treated as an "unusual power weapon" and is AP3 :) Sorry for the delay in responding! I'm usually much quicker.

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      Murphy 4 years ago from Florida

      grubnutz, I like your army lists and your tactics! I've also been looking at Nob BIkers in 6th and they seem like the way to go. They kill, are tough, and are very mobile. I've only limited experience with them due to trying all the new Chaos stuff out, but I have 8 bikers waiting to be re-tooled as Nobz! You are right about Trukks, too. They will work, but you need to spam them, sort of how the Dark Eldar players spam Venoms and Raiders. Some will get blown up, but others will make it through to assault. Thanks again!

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