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WOOT! Orks are officially going to rape every army in 5th Ed besides anything with a Land Raider! The fleet of foot rule is confirmed, however, the Waagh will allow you to assault after fleeting, which normal units cannot.
Also, you can still only do close combat with units within 2" of base contact, but you get to remove casualties from unengaged units, so no more Klaws getting pulled out before they can do damage. Also, every unit gets a counter-attack rule, letting you pile in your units automatically when they're charged, giving a group of 30 Boyz a meaner edge defending.
A new thing is Going to Ground, which you can call after hits and wounds on one of your units have been rolled. Basically, the unit hits the dirt, and they are unable to do anything next turn, but they get +1 to any cover save or, if out in the open, an automatic 6+ cover save. So if your Boyz get brutally assault cannoned, you might pull out of it in better shape then before.
Oh, and the Gretchin shield is coming back!
Big Mek Nutdragga's Dakkawakkaz - 19W/5L/2D
Atleast feel no pain is getting really nerfed.
What?!? Nerf Feel No Pain and suddenly our overcosted Nob Bikers won't be worth taking. To be honest its not exactly great at the moment what with power weapons negating it (multiple force weapon wielding OP DH??).
Thats annoying about the 2 inch engaged rule. I wanted the "every man fights" rule because that would give us the edge that we sorely need in combat what with been slightly underpowered with our rubbish initiative and same to hit roll as a dude with WS 2 against a pansy marine!
Even our battlewagons are getting nerfed with all their guns been unable to fire on the move now! So far the only main benefit I see for us is the ability to take trukk transports for any unit we have. Now thats handy! No more rubbish looted wagons!
Well you do realize that Orks were entirely written to comply with 5th edition rules, so 5th edition is the real deal with Orks. They will still be a extremely powerful army, just keep in mind the nerfs affect everyone else, and well all these changes are good.
I can't wait till 5th edition, 4th edition was getting really broken and power gamery.
5th edition is going to be nice. But some rules are still a bit stupid. I mean take the rule that says you can't consolidate into other units. That rule officiialy kills the Ork army. We massacre one squad, then get wiped off the board because we are for some stupid reason not allowed to engage anyone else. You realise how gunline sissy armies are going to abuse this with expendable screens etc? Now considering most armies can field gunline forces, even the marines and DH and your Necrons basically are gunline armies, thats a serious buff for you and a downside for us!
And how many armies can take Land Raiders? Quite a few of the beardy power gaming marine armies and now that they are virtually indestructible we are going to see a whole season of Land Raider spamming!
If I only had a dollar for every time I've heard the phrase 'that rule kills the game' or 'that rule kills the army'. There is no single rule in 40k that kills the game or any army. Single rules, however, can definitely kill strategies.
The 'no consolidation' rule does a lot for the game, in my opinion, because I've seen way too many games decided by a single consolidation roll. If your army's success is completely based on a single die roll, whatever it may be, then something is wrong with the game.
Not only is giving the next unit a chance to shoot only fair, but it's far more realistic too. Why didn't that unit shoot the orks as they charged towards them? As the rules stand in 4th edition, they simply sat in place as the orks ran the 30 or so feet over to them.
The elimination of consolidation is yet another glorious rule that is thankfully killing all the oddball 40k strategies that aren't realistic. As it stands, a single close combat based unit can slaughter its way across the board, 'hiding' in close combat, and that's just not realistic. The new rules force people to field more units, and not gamble everything on a single super unit, hopping from close combat to close combat every turn.
Anyway, virtually all (if not all) Space Marines can take Land Raiders, including Chaos Marines. I like to include Imperial Guard in the list as well, not because they can take it, but because Daemonhunters can take both Land Raiders and Imperial Guard troops, and there are many lists out there that are predominantly IG, but are used with Daemonhunters and Land Raiders as well.
How has 'feel no pain' changed, by the way? Nobz are already taking a big hit with the 'no consolidation' rule, and this combined might be enough to kill biker lists altogether.
Last edited by mynameisgrax; June 3rd, 2008 at 00:34. Reason: misspelling
Won't mind too much if it does killer Nob bikers, I hate spending 400 points on a 6 man unit, I'm more of a horde type person. However I'm investing in more trucks because with 5th Ed, I wanna transport everything in trucks! hav ea massive convoy!
Well, at least every unit get a counter-attack when charged, so your whole group of boyz can gather round the fun.
Meganobz now have THREE wounds! Not kidding, there are army lists in the appendixes, and Meganobs are now even more worth taking then before.
Ad I didn't see anything about massacre movements getting nerfed, or Feel No Pain for that matter.
Last edited by Big Mek Nutdragga; June 3rd, 2008 at 14:50.
Big Mek Nutdragga's Dakkawakkaz - 19W/5L/2D
5th edition will still be power gamery, b/c it's an open-ended game and will be easily power-gamed. Orks will be fine, except against armor 14 O.o, esp. Monoliths (what's that, your power klaws don't work? har har)
Nids & Guard
GMail = MVBrandt
Of course, being a skimmer, the monolith is still fairly difficult to hit with the powerklaw, so there's always that.