Rules you get Wrong: Orks vs Chaos 6th Ed Part 2/2

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Rules You Get Wrong: Orks vs Chaos 6th Ed Part 1/2

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Top Comments

kryptonick84 (Over a year ago): - delete
Look out Sir rolls are made when the wound is allocated (pg 16). If the unit is comprised of same save models (ie boyz+nob) then you roll saves, then allocate, then LOS. If on the other hand you have mixed saves ('Eavy Armor on the Nob) then you allocate before rolling saves (pg 15). Thus if you have a mixed save unit, then LOS is made BEFORE saves.

If the LOS is successful then the save is made against the intervening model, if LOS fails the save is made against the character.
+5

Other Comments

R4384 (Over a year ago): - delete
I agree that orks got a little nurfed in 6th edition
papermanj (Over a year ago): - delete
It does seem like the only advantage trucks have in assault range now is being able to jump out the front (or any side) rather than having to use doors.
Did anyone else notice the benefit of open topped when it explodes disappearing. The usual S 4 attack was dropped to S 3 in the old open top - now no mention of any reduction.
heramael (Over a year ago): - delete
Dan, thanks for the clarification of Look Out, Sir. I re-read the rules and you are correct. My bad.

Also, it's pronounced "Hur-AH-my-el".
dayio (Over a year ago): - delete
@kryptonick84: Still slightly ambiguous. But yes, I recently came to the same conclusion and will play accordingly.
Vichyssoise (Over a year ago): - delete
@RabbiPT: Maximum that orks in trucks can move is 24", 6 move, 6 disembark, 12 charge(if you get double 6)!
Thats the same for almost every single unit in the game. Not sure if this is different for things like Land Raiders/Stormravens etc that are assault vehicles!
+1
kryptonick84 (Over a year ago): - delete
@brand635: Additionally the fluff behind LOS doesn't really lend itself to the character making his save. The character is ducking out the way, grabbing a grunt and shoving him in the way of the blow, or being saved by a selfless dive from a grunt.

The dive would be accompanied by a scream of "NOOOOOOO!" and would be played out in slow motion!
kryptonick84 (Over a year ago): - delete
@brand635: Yup, our local GW has Fridays set aside for learning the new rules. We were playing it that the character got his save (2+ in the case of our game) then LOS roll was made (also 2 due to IC). And then if one of them DID get to make the LOS roll, they were necrons, so got back up most of the time anyways.

It seemed incredibly broken the way we were playing it, so I went home and read up!
halfast (Over a year ago): - delete
@RabbiPT: you can not move more than 6 inches (7) if you want to disembark
autopilot (Over a year ago): - delete
@RabbiPT: You forget - you can only move a vehicle 6" and disembark.
RabbiPT (Over a year ago): - delete
I kinda disagree with your assertion that Trukks are slower. It's kind of frightening how quickly Trukk Boyz can get across the table now! They can move 13" (w/Red Paint), disembark 6" forward, and assault another 2d6", 7" on average. That's a total charge from 26" inches away. If it's a Waaagh!, you can re-roll any of the charge dice to eke out another inch or two. Not only that, but you can flat-out up to 24" across the table without disembarking. If anything, Trukks seem much faster!
brand635 (Over a year ago): - delete
@kryptonick84: I was going to comment about this, but you got it spot on.
panzer903 (Over a year ago): - delete
You should really check out the game Space Marine to see how to say "Waaagh!" correctly..
-3
Waphlez (Over a year ago): - delete
There's still some really good things Orks get this edition rather than snap fire. Fearless wounds are out, nob bikers are amazing, Storm boyz gain more attacks from hammer of wrath, Trukks while at risk of ramshackling from glances, don't have to worry about immobilize/stunned from glances and can move 24" flat out (Battlewagons can move 18" now flat out), Mega-armor is great now, tankbustas are actually pretty viable now, night-fighting really helps out CC armies if you can manage to get it on turn 1 (it's in every mission now)and in addition CC armies can kill vehicles easier via assaulting, and some other great changes including what I think may be the most important, glancing enemy vehicles to death is much easier, and since Orks lack S9/10 shooting for the most part, Orks glance a lot.

That said, there are some stuff that hurts: characters are much easier to snipe out with various methods including challenges which I think Orks got the shorter stick on due to low initiative (if you take a warboss he's going to need mega-armor or be on bike IMO), KFF only gives 5+, Kommandos can't assault after outflanking (though they can flank and attempt to snipe out models via new wound allocation through shooting), no battle brothers, no new psychic powers, and I think Waaagh's are less useful now (Thraka's special Waaagh! only counts 6 for running but you still can't assault afterwards) unless you have Dakkajets.
TaikDaBrain (Over a year ago): - delete
Well, they ought to be happy about snapfire. (Lootas and shoota boyz)
+1
Rayack (Over a year ago): - delete
i just checked the faq on http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2420321a_Tyranid_6th_Ed_V1.pdf it says that a hive tyrant with the wing upgrade is a flying monstrous creature. as well as a harpy.
+1
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MiniWarGaming's Avatar Author: MiniWarGaming
Added: July 18, 2012
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