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Posted: Thu Jul 31, 2008 7:13 am
Is it just me or are Orcs like downs children with roman candles?
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Posted: Thu Jul 31, 2008 11:47 am
Inquisitor KOH Is it just me or are Orcs like downs children with roman candles? It's orks, not orcs... And wait... what? <_<;;;
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Posted: Thu Jul 31, 2008 11:49 am
Shinobi_8745 Inquisitor KOH Is it just me or are Orcs like downs children with roman candles? It's orks, not orcs... And wait... what? <_<;;; He's just trying to be funny in a 4chan kind of way. Ignore and move on.
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Posted: Thu Jul 31, 2008 5:40 pm
So, has there been any kind of resolution to the slightly broken thing of Running/Waagh! ? They're only allowed to one in their shooting phase, correct?
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Posted: Thu Jul 31, 2008 8:46 pm
Caleidah So, has there been any kind of resolution to the slightly broken thing of Running/Waagh! ? They're only allowed to one in their shooting phase, correct?What exactly is broken? Orks can run during the shooting phase, and the turn they call the Waagh! they can run and then assault.
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Posted: Thu Jul 31, 2008 8:58 pm
Shinobi_8745 Dragonzealot This is where you make a drummer and a lead singer. Use them for a bad a** concert conversion piece. Seen plenty of those already. o: But something that was more awesome than anything else was a Big-shoota "rokkin' gitarr" equipped warboss~ ;0 'Eavy Metal Ork Band, gitarr played by a Ork in a Stompa! Now that would be a big guitar.
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Posted: Thu Jul 31, 2008 9:36 pm
Oryn Caleidah So, has there been any kind of resolution to the slightly broken thing of Running/Waagh! ? They're only allowed to one in their shooting phase, correct?What exactly is broken? Orks can run during the shooting phase, and the turn they call the Waagh! they can run and then assault. I found a hole in the rules regarding WAAAGH! You can declare your WAAAGH! ANYTIME during the shooting phase, and WAAAGH! gives ALL infantry (and jump infantry) units (apart from grots) the rule fleet wether they run or not. And the WAAAGH! rule says that if you roll a 1 while the WAAAGH! is activated the unit suffers a wound. Now, since you can declare the WAAAGH! anytime in the phase, you just run with your units, and if you see potentional assaults you declare the WAAAGH! at the end of the shooting phase, thus you save up the 1 wound thingy AND you also get to use your brain while playing orks which is rare to some. But I wouldn't call it broken, it's just sneaky, and un-proppa, but damn fun. XD
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Posted: Fri Aug 01, 2008 12:21 am
What I meant (sorry for confusion):
Can they run and THEN declare their Waagh! to claim an additional move? Or does it merely allow your assault?
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Posted: Fri Aug 01, 2008 1:35 am
Yes, they can run and then declare it since WAAAGH! is declared anytime during the shooting phase, and it only allow me to assault without loosing a wound (it can be important at times).
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Posted: Fri Aug 01, 2008 2:50 am
Caleidah What I meant (sorry for confusion):
Can they run and THEN declare their Waagh! to claim an additional move? Or does it merely allow your assault?All Waagh does is grant them the 'Fleet' USR for a turn. In 4th, it meant they got an additional d6 of movement instead of shooting, in 5th, they may assault after running. Waagh doesn't grant any special or additional movement of it's own.
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Posted: Sat Aug 02, 2008 8:31 pm
Oryn Caleidah What I meant (sorry for confusion):
Can they run and THEN declare their Waagh! to claim an additional move? Or does it merely allow your assault?All Waagh does is grant them the 'Fleet' USR for a turn. In 4th, it meant they got an additional d6 of movement instead of shooting, in 5th, they may assault after running. Waagh doesn't grant any special or additional movement of it's own.
Thank you. I wanted to make sure of that before my Ork friend tried to pull a fast one on all of us. I assumed that the Waaagh! rule just meant that they could assault after the run, but its good to have someone agree with me.
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Posted: Tue Aug 05, 2008 11:24 am
Did anyone forget about the Kommandos, they seem much more cunning, or intelligent then the average ork?
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Posted: Tue Aug 05, 2008 11:51 am
Syumerrt Did anyone forget about the Kommandos, they seem much more cunning, or intelligent then the average ork? Kommandos are too expensive for what they do, the only good thing about them is that they can take Snikrot (whom many doesn't want to convert themselves since he's hard to make). But yeah, there's a few lists that they fit into with no problems at all, but to use them fully out you need to max the squad completely for 15 miniatures, there goes 150 well spent points that you could use on 20 shootaboyz instead if you ask me. But I don't see why you bring up the Kommandos though... Is there a point behind it? o 3o;;;
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Posted: Tue Aug 05, 2008 1:02 pm
I have kommandos because they are fecking cool, no more reason needed.
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Posted: Tue Aug 05, 2008 9:33 pm
I have the same reason too, but I still don't know why the post was made... xD;;;
I just wonder if there was some sort of point with it, if it were connected with one of the older discussions or something like that. n_n;;
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