Welcome to Librarium Online!
I haven't gotten a chance to play with Orks under the new Codex (which I finally picked up today!). I read that Ork Choppas no longer have the "max armor is 4+" rule, and not only that... but they're just mere hand weapons.
What are your thoughts on the loss of the choppa rule? Has it hurt the orks' ability to play competitively? I can only imagine it makes them perform much poorer in CC, especially against armor-heavy armies like SM. Thx for any feedback.
Since I just started 40K/Orkz I never played with the Choppa rule, but in my eyes Orkz are rather poor in CC, which I think is sad since I imagine a Ork army to charge rather than hide and fire. However, for me the bigger problem than the Choppa is the extremely low initiative against Marines as this doesn't even let me attack (you may see my other thread).
"Fear not and look up to the sky for salvation, for we have entered orbit."
Blood Angels 2nd Grail Guard Company
Seeing as how we get furious charge, a PK-equipped nob, and 2 base attacks a boy (three if you prefer sluggas), I think that makes up for the fact we don't get the HCCW rule. Although Marines have higher Initiative, they can't get enough attacks in to kill all the boyz in a mob, unless it was drastically withered down during the shooting phase.
"Dear Diary: Today I may of accidentally registered myself as a sex offender. WHAT IS WRONG WITH MY LIFE!" - Dinosaur Comics
not to mention boys also have space marine toughness and cost less then they did before. ^_^
Yeah, I know they have other good traits to make up for it. I was just curious if that armor reducing choppa is sorely missed in CC. Now they'd have a significantly harder time in combat against marines, terminators, carnifexes, etc.
You have to remember, boys are cheaper! plus with WAAAGH! fleet and two warpheads, all you want to do is mob up on something with all your boys!
Create flames for a galaxy and it will be warm. Put a galaxy in flames and it will be warm for the rest of it's existence.
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes
I'm really getting fed up of this "Its ok ..4-5 attacks from your nob with PK ..." rubbish.
Maybe its just the level of players i play against, but a Nob with PK is always a complete and utter waste of time in CC. The current casuallty removal rules gerneally mean he is meaningless the turn with the charge and maybe even the turn after that. And if you survive any longer then he will end up h2h with a sarge with pf or pw and get his ass waxed that way (but may finally get to kill something).
I really rue the loss of the Choppa in the ork h2h army... which is now next to useless.
Lotsa shootas is the way to go, with the odd unit of trukk boys with choppas used to slow your eneny down.
Last edited by 40k_slimez; March 9th, 2008 at 23:30.
Just remember the bigger the mobs the better and as marines normanly go in groups of 5 you will hopefull out number them in CC. I normanly loose about 5 orks getting into CC with my mob of 30 and 2 in CC but when i get my attacks back... its always a clear domination with a Nob with a powerclaw always helps with the terminators :]
I never played the old ork rules, but I took out 5 tooled up terminators (with grand master) with only 20 boyz and PK nob. Nobody can make all 30 2+ saves. Took 2 rounds, lost less than 10 boys.
They even took out 5 grey knights terminators, took 1 round and 10 casualties. They are fine in CC. Maybe not as good as they were, but then neither are khorne berzerkers or many other 'elite' CC warriors with crazy rules. Wyches will likely lose combat drugs (based on lucious the eternal losing his). Theres no point in complaining, just build around it. You get 5 boys to a marine terminator, which will take him 3 turns to deal with, and you take maybe 2 if your unlucky.
W/D/L Ork Tide 22/1/14
Click here to feed me some squigs