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New FAQ for Orks. Thoughts?


Kaldoth

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So, just gonna copy paste from the Warhammer page.  New stuff!

 

Index Xenos:

 

Page 10 – Mob Rule Change the rule to read: ‘When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability.’

 

Page 13 – Warboss on Warbike, Waaagh! Change the rule to read: ‘Friendly Ork Infantry and Biker units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.’

 

Q: How many points does a Boss Nob in a unit of Boyz cost? A: 6.

 

Q: Can a Big Mek use his Big Mekaniak ability to repair a vehicle he is embarked inside? Can he repair another vehicle within 3" of the vehicle he is embarked inside? A: No to both questions; he cannot repair vehicles while embarked inside a transport.

 

Q: What happens when a unit of Stormboyz declares a charge and it is within range of an Ork Warboss’ Waaagh! ability at the start of the Charge phase (assuming the Stormboyz Advanced that turn) – do I still need to roll D6 to see if my Stormboyz unit suffers mortal wounds as described in their Full Throttle ability? A: No. In this circumstance you can just use the Ork Warboss’ ability to Charge (even though the unit Advanced) and you do not need to use the Full Throttle ability to do so (and so you avoid the risks involved).

 

 

Forgeworld FAQ/Errata:

 

Page 10 – Mob Rule Change the rule to read: ‘When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability.’

 

Page 13 – Warboss on Warbike, Waaagh! Change the rule to read: ‘Friendly Ork Infantry and Biker units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.’

 

Page 32 – ‘Chinork’ Warkopta, Abilities Add the following datasheet to the datasheet: ‘Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and line of sight from any point on this model’s base. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that passengers cannot shoot if this model Falls Back, even though the ‘Chinork’ Warkopta itself can.’

 

Q: Does the Kustom Stompa’s Repair Krew ability prevent a Big Mek from trying to repair it in the same turn? A: Yes.

 

 

So, taking a Warboss on a bike and a lot of bikers just got more killy :biggrin.:  I still don't like the fact that Meks/Spanners can't repair a vehicle they are embarked in.  And FINALLY OPEN TOPPED CHINORKS!!!!!!! LOAD UP DA BURNAS, BOYZ!

 

As far as the general FAQ, Battalion and Brigade detachments just got their CP boosted to 5+/12+ respectively, which is also nice. 

 

So, what are your thoughts for the updates on the Orks?

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Looks good to me. Nothing bad for us at all as far as I can tell.  Three nice changes, counting the storm boys+ WAAAGH as a change and not a clarification. I like that the War Kopta is open topped now. Good stuff. 
I'm not crying about the Meks needing to be out side the vehicles to repair, I think every army works that same way this edition so no reason for an exemption. 

The bit about Mob rule seems like just a more clear way for it to be read....by non Ork players.

Over all this big FAQ get a meh. Nothing earth shattering. 

Storm Boys go another small boost. Flying units don't count the vertical distance when charging. 

So, that would either make it a straight line to the models or just to their distance on the horizontal. (slightly unclear to me.)

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I didn't expect anything, so even just the changes to Warboss/bikers and Stormboyz was great. Sadly, I still think Warbikers are overpriced, but at least they have the ability to be as fast as Stormboyz!

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Looks good to me. Nothing bad for us at all as far as I can tell.  Three nice changes, counting the storm boys+ WAAAGH as a change and not a clarification. I like that the War Kopta is open topped now. Good stuff. 

I'm not crying about the Meks needing to be out side the vehicles to repair, I think every army works that same way this edition so no reason for an exemption. 

The bit about Mob rule seems like just a more clear way for it to be read....by non Ork players.

Over all this big FAQ get a meh. Nothing earth shattering. 

 

Honestly, I think the Chinork being open topped is a pretty huge change.  If you take a Chinork with its base kit, its only 80 pts vs the Trukk at 82.  Before, I would have never taken a Chinork over a Trukk, but honestly I think the Chinork might be a better option now.  The Toughness and Wounds are lower (by one and two, respectively) and it doesn't have Ramshackle, but the Chinork can move over other units/terrain, has an extra 4" beyond the Trukk, advances further, doesn't suffer reduced effectiveness the more wounds it takes, 2 deffguns, 2 bigbomms, and it can deep strike. 

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With the biker boss change it does open up an additional alpha strike possibility of a turn 1 biker charge. I don’t know if that’s points efficient or a good idea but at least it’s an option, and one that orks are getting while a bunch of other armies are getting their alpha strike gutted.
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This FAQ is all gravy; I’m absolutely content to wait for the official codex release, especially as it gets in under all this rule change craziness.

 

Keep heart lads, and maintain faith in the index. The codex is coming over the horizon, and it will be glorious!

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With the biker boss change it does open up an additional alpha strike possibility of a turn 1 biker charge. I don’t know if that’s points efficient or a good idea but at least it’s an option, and one that orks are getting while a bunch of other armies are getting their alpha strike gutted.

 

Well, the new alpha strike rules are just beta rules.  GW isn't making them official for some time as I understand it.  It all depends on player feedback.  So, anybody who plays with deep strike shenanigans should definitely write in with their feedback or else GW will probably just keep them as is.

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How do the Beta deep striking rules effect our kommandos? I assume we wouldn't be able to use it effectively until turn two for aggressive tactics. 

But if you go first you could pop 3 small units on the edge of the deployment zone to mess up the opponents deep striking area. but orks tend to take up a lot of space anyway. 

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How do the Beta deep striking rules effect our kommandos? I assume we wouldn't be able to use it effectively until turn two for aggressive tactics. 

But if you go first you could pop 3 small units on the edge of the deployment zone to mess up the opponents deep striking area. but orks tend to take up a lot of space anyway. 

 

Yep, won't be able to put them on the ground until turn two.  I already emailed GW two times from two separate emails (huehuehuehue :ph34r.:) in regards to the new deep strike rules.  They are honestly unnecessary.  A lot of armies (Orks included) rely on a turn one charge to get their damage out, or if you draw a card for an objective that is all the way across the board you need those units to be able to set up on it if you hope to secure those points.  I can almost guarantee the reason they are beta testing new rules is because you have two kinds of players: 

 

1: The player that spends 570 points on three lascannon predators

 

2: The player that spends 570 points on two lascannon predators and two 7 man units of scouts with power fists and combat knives to protect his back line.

 

Three guesses as to which player loses a lascannon in turn one to deep strike, and three more guesses as to which player whines the loudest about how deep striking is broken.

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Definitely makes me want a warboss on a bike even more - and I've always wanted one to begin with. I really hope they make a plastic one with the new codex - but with my luck they'll just leave the unit entry out of the codex instead due to being too lazy to make a model! :P The Forgeworld boss is nice, but so expensive like all FW stuff.

 

Nice thing about the Stormboyz as well, would be good for a combined biker boss + bikes + stormboyz charge! I'd really like a full mob of stormboyz but that gets so expensive since you need six boxes of the dudes. Being orks, anything less than a full squad seems suicidal.

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Definitely makes me want a warboss on a bike even more - and I've always wanted one to begin with. I really hope they make a plastic one with the new codex - but with my luck they'll just leave the unit entry out of the codex instead due to being too lazy to make a model! :tongue.: The Forgeworld boss is nice, but so expensive like all FW stuff.

 

Nice thing about the Stormboyz as well, would be good for a combined biker boss + bikes + stormboyz charge! I'd really like a full mob of stormboyz but that gets so expensive since you need six boxes of the dudes. Being orks, anything less than a full squad seems suicidal.

 

I picked up 17 in a large lot of stuff I bought off a dude, second-hand. Bought three more boxes to fill the unit, made the extra two more Nobs in case I wanna run multiple, smaller units (with Zagstrukk so they don't just autofail morale). I certainly would have been hard pressed to buy a full unit. Maybe see if you can find the old, metal ones on ebay?

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Ork Weirdboyz got a special callout on 40k's facebook page. The relevant line:

 

"Like any ability that lets you move an already-deployed unit, it's unaffected by the new beta rule."

Looks like I'm still Da Jump-ing Orks on the first turn. Hopefully, we get an actual, FAQ clarification on this so it's in stone, but my excitement is building for when I get back to Orks.

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Happy days! 
But what I still don't know and can't figure out is... 
If a model has more than 6 wounds, doesn't matter how many more, but is reduced to 6 wounds or less what is it's wounds characteristic? Is it always the number of wounds it started with or the number it currently has?  
Asking for a Big Mek.

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Happy days!

But what I still don't know and can't figure out is...

If a model has more than 6 wounds, doesn't matter how many more, but is reduced to 6 wounds or less what is it's wounds characteristic? Is it always the number of wounds it started with or the number it currently has?

Asking for a Big Mek.

If you’re asking in regards to the targeting rule, it’s 10, and it is based on the number of wounds the model has on its data sheet, not wounds remaining.

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Ork Weirdboyz got a special callout on 40k's facebook page. The relevant line:

 

"Like any ability that lets you move an already-deployed unit, it's unaffected by the new beta rule."

 

Looks like I'm still Da Jump-ing Orks on the first turn. Hopefully, we get an actual, FAQ clarification on this so it's in stone, but my excitement is building for when I get back to Orks.

 

Urge to WAAAGH! rising...

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Happy days!

But what I still don't know and can't figure out is...

If a model has more than 6 wounds, doesn't matter how many more, but is reduced to 6 wounds or less what is it's wounds characteristic? Is it always the number of wounds it started with or the number it currently has?

Asking for a Big Mek.

If you’re asking in regards to the targeting rule, it’s 10, and it is based on the number of wounds the model has on its data sheet, not wounds remaining.

 

Haha, no. I was looking at the tellyporter blasta on the Mega armoured Big Mek.

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The wounds characteristic is what is on the datasheet. Technically, models don't lose wounds, they take wounds until it matches or exceeds their wounds characteristic.
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