Saturday, July 21, 2012

6TH ED and how they affect my Orks

Unless you have been under a rock the past couple of weeks you will know that 6th edition rules have just been released by Games Workshop. Of course their marketing team sucked at bringing the stuff out to light. I mean with the release from 4th ed to 5th ed you had a build up of what changes were made.

From the reviews that are coming from White Dwarf ( I haven't bought one since the 5th ed release was shown in White dwarf with the free Nob and Terminator) there were just pictures, pictures and more pictures without even a summary. So blegh.

So.. no review or at least summary of what the changes are made and what army builds are still viable. Not even a build up of hype for more than 4 months.. just that you have a 2 week announcement and that is it.

Hmm.. well then again maybe just maybe it will be explained more for the July white dwarf.. We shall see.

After trying hard to get me a copy of the of the rule book here is the reading (skim and others).. I am sure I am going to add some more insights after I re-read them all again.

6th ED RULES MUSINGS
 - Well the use of allies might be a boon for me since I have a lot of stuff that is painted but not enough to form an army.
- This looks more and more to be a Shooty Edition with the ability to still fire on the move heavy weapons.
- Assaulting from Transports are Nerfed.. Probably because of the potential for a long charge..BUT the overwatch will probably also cause the long charges to fail anyway.
- No +1 Attack when attacking multiple units. This is a killer. The loss of this and the one below are going to hurt the horde armies. (that and how assault moves are checked to be able to attack multiple chargers) 
- Change to Furious charge - +1 ST and no Initiative bonus. But will not work when assaulting multiple units.
- The loss of not being able to run and then assault may be huge (well until I learn to do the math)
- The loss of not being able to assault after you come from Reserve unless stated by the rules.
   --- Good bye Snikrot.. Hello Vulcha (maybe)
- Death Koptas move fast.. maybe Big Bombs are going to be so worth it now.
- Kans only having 2 Hull points.. there goes the wall of doom because
- Majority of  cover saves are at 5+ . The need for KFF is going to be more important, because of cover saves being rolled on a per model basis now.. This is going to have a lot of arguments.
- Orks cannot have psyker powers? BOOH.. I can understand that Necrons can't have them.. but we have Psyker weirdboyz.. So where is the reason as to why we do not get them?
- Looks like I want to be charged just for me to get Overwatch fire.. Shoota boyz still a good investment. Need to figure out if I can afford to put a Nob in there or not.

FAQ musings
- where the hell is the mention of what the AP value is for a Huge Choppa.. I wonder what it is going to be.
- The changes to the Glory Hog rules makes Tank Bustas viable if people keep wanting 2 FOC at 2k games then you can max out the elites with Tankbusta, lootas and burnas.. going to be less model count though.
- Lootas are still dangerous. and with the ability to make Snap Fire inside transports.. this should be interesting

What the F moments
- Nobs are considered Characters. but MEGANOBs are not.. whhaaat?
- regardless if you are assault transports you need to move only 6 inches to be able to disembark. Then the passengers can disembark up to 6in. BUT it's a normal move.. so difficult terrain needs to be rolled.


I am more tempted to game the system now by just having Allies to supplement the lose of oomph that I have. Obviously it is going to be IG.. Perhaps an outflanking Alraheim.. and Basilisks.. yeh that's the ticket.


That or perhaps it's time to dust off my Marines and give them a shot at this game.

2 comments:

JPY said...

I think the transport-assaulting isn't that bad on you guys vs the Rhino/Wave Serpent peeps. Trukks/Bwagons are still open-topped so you can assault from them, although you're cut by a random amount. Now it's Trukk 6", disembark up to 6" away then charge 2d6". Max 24" threat range, but more random.

Overwatch/snap-fire is a big bonus for you guys since you're already BS2 so hitting on 6's isn't that big a drop. And a Trukk/Bwagon with a full burna squad (with Meks for hull point repair) is hell to assault. Potentially 12d3 auto-hits when you get assaulted and 3 chances per turn to repair hull points.

As for Allies, a brief look at the Alles table seems to imply GW didn't give Orks much love - no Battle Brothers and only IG, Chaos and Necrons being Allies of Convenience. Not sure what'll help...maybe a Conscript blob in place of gretchin? Lash sorcerer?

One thing I'm wondering...can Tankbusta Bomb-squigs hit flyers? Doesn't say it's an assault and I can't find anything in the FAQ about it. S8 auto-hit seems like a nice anti-flyer gimmick.

Badbeef said...

One must not forget that the disembark up to 6.. is a NORMAL move.. so you do need to roll for difficult terrain..

as for Allies.. well all Orks really need is IG.. I smell a grot rebel army in the making :D that or Necrons..

Besides Battle Brothers is going to be an Imperial thing ;).. as For tankbusta Squigs.. the answer is nope.

Anything that does not need Ballistic Skill to hit cannot hit Flyers.. would have been cool though :)